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<div class="title">matrix4.h</div>  </div>
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<a href="matrix4_8h.html">Go to the documentation of this file.</a><div class="fragment"><pre class="fragment"><a name="l00001"></a>00001 <span class="comment">// Copyright (C) 2002-2012 Nikolaus Gebhardt</span>
<a name="l00002"></a>00002 <span class="comment">// This file is part of the &quot;Irrlicht Engine&quot;.</span>
<a name="l00003"></a>00003 <span class="comment">// For conditions of distribution and use, see copyright notice in irrlicht.h</span>
<a name="l00004"></a>00004 
<a name="l00005"></a>00005 <span class="preprocessor">#ifndef __IRR_MATRIX_H_INCLUDED__</span>
<a name="l00006"></a>00006 <span class="preprocessor"></span><span class="preprocessor">#define __IRR_MATRIX_H_INCLUDED__</span>
<a name="l00007"></a>00007 <span class="preprocessor"></span>
<a name="l00008"></a>00008 <span class="preprocessor">#include &quot;<a class="code" href="irr_math_8h.html">irrMath.h</a>&quot;</span>
<a name="l00009"></a>00009 <span class="preprocessor">#include &quot;<a class="code" href="vector3d_8h.html">vector3d.h</a>&quot;</span>
<a name="l00010"></a>00010 <span class="preprocessor">#include &quot;<a class="code" href="vector2d_8h.html">vector2d.h</a>&quot;</span>
<a name="l00011"></a>00011 <span class="preprocessor">#include &quot;<a class="code" href="plane3d_8h.html">plane3d.h</a>&quot;</span>
<a name="l00012"></a>00012 <span class="preprocessor">#include &quot;<a class="code" href="aabbox3d_8h.html">aabbox3d.h</a>&quot;</span>
<a name="l00013"></a>00013 <span class="preprocessor">#include &quot;<a class="code" href="rect_8h.html">rect.h</a>&quot;</span>
<a name="l00014"></a>00014 <span class="preprocessor">#include &quot;<a class="code" href="irr_string_8h.html">irrString.h</a>&quot;</span>
<a name="l00015"></a>00015 
<a name="l00016"></a>00016 <span class="comment">// enable this to keep track of changes to the matrix</span>
<a name="l00017"></a>00017 <span class="comment">// and make simpler identity check for seldomly changing matrices</span>
<a name="l00018"></a>00018 <span class="comment">// otherwise identity check will always compare the elements</span>
<a name="l00019"></a>00019 <span class="comment">//#define USE_MATRIX_TEST</span>
<a name="l00020"></a>00020 
<a name="l00021"></a>00021 <span class="comment">// this is only for debugging purposes</span>
<a name="l00022"></a>00022 <span class="comment">//#define USE_MATRIX_TEST_DEBUG</span>
<a name="l00023"></a>00023 
<a name="l00024"></a>00024 <span class="preprocessor">#if defined( USE_MATRIX_TEST_DEBUG )</span>
<a name="l00025"></a>00025 <span class="preprocessor"></span>
<a name="l00026"></a>00026 <span class="keyword">struct </span>MatrixTest
<a name="l00027"></a>00027 {
<a name="l00028"></a>00028     MatrixTest () : ID(0), Calls(0) {}
<a name="l00029"></a>00029     <span class="keywordtype">char</span> buf[256];
<a name="l00030"></a>00030     <span class="keywordtype">int</span> Calls;
<a name="l00031"></a>00031     <span class="keywordtype">int</span> ID;
<a name="l00032"></a>00032 };
<a name="l00033"></a>00033 <span class="keyword">static</span> MatrixTest MTest;
<a name="l00034"></a>00034 
<a name="l00035"></a>00035 <span class="preprocessor">#endif</span>
<a name="l00036"></a>00036 <span class="preprocessor"></span>
<a name="l00037"></a>00037 <span class="keyword">namespace </span>irr
<a name="l00038"></a>00038 {
<a name="l00039"></a>00039 <span class="keyword">namespace </span>core
<a name="l00040"></a>00040 {
<a name="l00041"></a>00041 
<a name="l00043"></a>00043 
<a name="l00044"></a>00044     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l00045"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html">00045</a>     <span class="keyword">class </span><a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4</a>
<a name="l00046"></a>00046     {
<a name="l00047"></a>00047         <span class="keyword">public</span>:
<a name="l00048"></a>00048 
<a name="l00050"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a7bb79712227617f706ed57a34f3eb4fe">00050</a>             <span class="keyword">enum</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a7bb79712227617f706ed57a34f3eb4fe" title="Constructor Flags.">eConstructor</a>
<a name="l00051"></a>00051             {
<a name="l00052"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a7bb79712227617f706ed57a34f3eb4fea3566901f796f109f56c30a682ec132b3">00052</a>                 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a7bb79712227617f706ed57a34f3eb4fea3566901f796f109f56c30a682ec132b3">EM4CONST_NOTHING</a> = 0,
<a name="l00053"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a7bb79712227617f706ed57a34f3eb4feab61ca9be4d8fcd46a77ea3a3f6112c28">00053</a>                 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a7bb79712227617f706ed57a34f3eb4feab61ca9be4d8fcd46a77ea3a3f6112c28">EM4CONST_COPY</a>,
<a name="l00054"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a7bb79712227617f706ed57a34f3eb4feabe4fda38ad4e2e186bd0b12e776ad71f">00054</a>                 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a7bb79712227617f706ed57a34f3eb4feabe4fda38ad4e2e186bd0b12e776ad71f">EM4CONST_IDENTITY</a>,
<a name="l00055"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a7bb79712227617f706ed57a34f3eb4fea6d05daa023ea476dea59533ce3d07d23">00055</a>                 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a7bb79712227617f706ed57a34f3eb4fea6d05daa023ea476dea59533ce3d07d23">EM4CONST_TRANSPOSED</a>,
<a name="l00056"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a7bb79712227617f706ed57a34f3eb4fea4d69cdac3d8daf867fcaa1ec889f2c09">00056</a>                 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a7bb79712227617f706ed57a34f3eb4fea4d69cdac3d8daf867fcaa1ec889f2c09">EM4CONST_INVERSE</a>,
<a name="l00057"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a7bb79712227617f706ed57a34f3eb4feadff480a8b2060068f8c0971dcb8c9e6b">00057</a>                 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a7bb79712227617f706ed57a34f3eb4feadff480a8b2060068f8c0971dcb8c9e6b">EM4CONST_INVERSE_TRANSPOSED</a>
<a name="l00058"></a>00058             };
<a name="l00059"></a>00059 
<a name="l00061"></a>00061 
<a name="l00062"></a>00062             <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#af771bfde63cdaa3baa4d9f6121e56411" title="Default constructor.">CMatrix4</a>( <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a7bb79712227617f706ed57a34f3eb4fe" title="Constructor Flags.">eConstructor</a> constructor = <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a7bb79712227617f706ed57a34f3eb4feabe4fda38ad4e2e186bd0b12e776ad71f">EM4CONST_IDENTITY</a> );
<a name="l00064"></a>00064 
<a name="l00066"></a>00066             <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#af771bfde63cdaa3baa4d9f6121e56411" title="Default constructor.">CMatrix4</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; other, <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a7bb79712227617f706ed57a34f3eb4fe" title="Constructor Flags.">eConstructor</a> constructor = <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a7bb79712227617f706ed57a34f3eb4feab61ca9be4d8fcd46a77ea3a3f6112c28">EM4CONST_COPY</a>);
<a name="l00067"></a>00067 
<a name="l00069"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#aaede6824ed3ee05b928815d52e1834d1">00069</a>             T&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#aaede6824ed3ee05b928815d52e1834d1" title="Simple operator for directly accessing every element of the matrix.">operator()</a>(<span class="keyword">const</span> <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> row, <span class="keyword">const</span> <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> col)
<a name="l00070"></a>00070             {
<a name="l00071"></a>00071 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l00072"></a>00072 <span class="preprocessor"></span>                definitelyIdentityMatrix=<span class="keyword">false</span>;
<a name="l00073"></a>00073 <span class="preprocessor">#endif</span>
<a name="l00074"></a>00074 <span class="preprocessor"></span>                <span class="keywordflow">return</span> M[ row * 4 + col ];
<a name="l00075"></a>00075             }
<a name="l00076"></a>00076 
<a name="l00078"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a370e3a1ed88e95011125d09943b50e3b">00078</a>             <span class="keyword">const</span> T&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a370e3a1ed88e95011125d09943b50e3b" title="Simple operator for directly accessing every element of the matrix.">operator()</a>(<span class="keyword">const</span> <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> row, <span class="keyword">const</span> <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> col)<span class="keyword"> const </span>{ <span class="keywordflow">return</span> M[row * 4 + col]; }
<a name="l00079"></a>00079 
<a name="l00081"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#aead4909f8bb2ab40875af175caf0085f">00081</a>             T&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#aead4909f8bb2ab40875af175caf0085f" title="Simple operator for linearly accessing every element of the matrix.">operator[]</a>(<a class="code" href="namespaceirr.html#a0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> index)
<a name="l00082"></a>00082             {
<a name="l00083"></a>00083 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l00084"></a>00084 <span class="preprocessor"></span>                definitelyIdentityMatrix=<span class="keyword">false</span>;
<a name="l00085"></a>00085 <span class="preprocessor">#endif</span>
<a name="l00086"></a>00086 <span class="preprocessor"></span>                <span class="keywordflow">return</span> M[index];
<a name="l00087"></a>00087             }
<a name="l00088"></a>00088 
<a name="l00090"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a1c7a81521e81280c31b8ae3397d1fffe">00090</a>             <span class="keyword">const</span> T&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a1c7a81521e81280c31b8ae3397d1fffe" title="Simple operator for linearly accessing every element of the matrix.">operator[]</a>(<a class="code" href="namespaceirr.html#a0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> index)<span class="keyword"> const </span>{ <span class="keywordflow">return</span> M[index]; }
<a name="l00091"></a>00091 
<a name="l00093"></a>00093             <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a47571eb3acae9a6aa330a03edcea7896" title="Sets this matrix equal to the other matrix.">operator=</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a> &amp;other);
<a name="l00094"></a>00094 
<a name="l00096"></a>00096             <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a47571eb3acae9a6aa330a03edcea7896" title="Sets this matrix equal to the other matrix.">operator=</a>(<span class="keyword">const</span> T&amp; scalar);
<a name="l00097"></a>00097 
<a name="l00099"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a11a3ffa3eb0987030e7a8758dee8965a">00099</a>             <span class="keyword">const</span> T* <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a11a3ffa3eb0987030e7a8758dee8965a" title="Returns pointer to internal array.">pointer</a>()<span class="keyword"> const </span>{ <span class="keywordflow">return</span> M; }
<a name="l00100"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a2d9b231425d1b8abddb9e1e997fbf2ea">00100</a>             T* <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a11a3ffa3eb0987030e7a8758dee8965a" title="Returns pointer to internal array.">pointer</a>()
<a name="l00101"></a>00101             {
<a name="l00102"></a>00102 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l00103"></a>00103 <span class="preprocessor"></span>                definitelyIdentityMatrix=<span class="keyword">false</span>;
<a name="l00104"></a>00104 <span class="preprocessor">#endif</span>
<a name="l00105"></a>00105 <span class="preprocessor"></span>                <span class="keywordflow">return</span> M;
<a name="l00106"></a>00106             }
<a name="l00107"></a>00107 
<a name="l00109"></a>00109             <span class="keywordtype">bool</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a81029252a2a83ef4647f5d8a02cf62b5" title="Returns true if other matrix is equal to this matrix.">operator==</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a> &amp;other) <span class="keyword">const</span>;
<a name="l00110"></a>00110 
<a name="l00112"></a>00112             <span class="keywordtype">bool</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a99b4c127f31033b5f7314b98164b99ed" title="Returns true if other matrix is not equal to this matrix.">operator!=</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a> &amp;other) <span class="keyword">const</span>;
<a name="l00113"></a>00113 
<a name="l00115"></a>00115             <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ac2192a7d9dd89dcd23fe2f9ded3252bf" title="Add another matrix.">operator+</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; other) <span class="keyword">const</span>;
<a name="l00116"></a>00116 
<a name="l00118"></a>00118             <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#af91c5be0562ce4be3f8feedd3d017ba1" title="Add another matrix.">operator+=</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; other);
<a name="l00119"></a>00119 
<a name="l00121"></a>00121             <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#aee45563e7f9fdf3d4ef7f5a9d63d87c0" title="Subtract another matrix.">operator-</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; other) <span class="keyword">const</span>;
<a name="l00122"></a>00122 
<a name="l00124"></a>00124             <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a24eb7faa1418765ba87d3f02f27d643f" title="Subtract another matrix.">operator-=</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; other);
<a name="l00125"></a>00125 
<a name="l00127"></a>00127 
<a name="l00128"></a>00128             <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a8503c58913ba9407ba00b173d8a3e25c" title="set this matrix to the product of two matrices">setbyproduct</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; other_a,<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; other_b );
<a name="l00129"></a>00129 
<a name="l00131"></a>00131 
<a name="l00133"></a>00133             <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a526a2a11dcd8b18c9e77deb84094778d" title="Set this matrix to the product of two matrices.">setbyproduct_nocheck</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; other_a,<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; other_b );
<a name="l00134"></a>00134 
<a name="l00136"></a>00136 
<a name="l00137"></a>00137             <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a4173ab9beecf99940ba2eb01081f1613" title="Multiply by another matrix.">operator*</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; other) <span class="keyword">const</span>;
<a name="l00138"></a>00138 
<a name="l00140"></a>00140 
<a name="l00141"></a>00141             <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ac3d29f86c91d9d095ab155ecb8870f87" title="Multiply by another matrix.">operator*=</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; other);
<a name="l00142"></a>00142 
<a name="l00144"></a>00144             <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a4173ab9beecf99940ba2eb01081f1613" title="Multiply by another matrix.">operator*</a>(<span class="keyword">const</span> T&amp; scalar) <span class="keyword">const</span>;
<a name="l00145"></a>00145 
<a name="l00147"></a>00147             <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ac3d29f86c91d9d095ab155ecb8870f87" title="Multiply by another matrix.">operator*=</a>(<span class="keyword">const</span> T&amp; scalar);
<a name="l00148"></a>00148 
<a name="l00150"></a>00150             <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a45f876ed1aed2c3c98b87fee6d938604" title="Set matrix to identity.">makeIdentity</a>();
<a name="l00151"></a>00151 
<a name="l00153"></a>00153             <span class="keyword">inline</span> <span class="keywordtype">bool</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a24e7bc5d302f6c0cb11bad0771a40826" title="Returns true if the matrix is the identity matrix.">isIdentity</a>() <span class="keyword">const</span>;
<a name="l00154"></a>00154 
<a name="l00156"></a>00156             <span class="keyword">inline</span> <span class="keywordtype">bool</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#afc4fe0bdfb771b15eff91264c0ed37f9" title="Returns true if the matrix is orthogonal.">isOrthogonal</a>() <span class="keyword">const</span>;
<a name="l00157"></a>00157 
<a name="l00159"></a>00159             <span class="keywordtype">bool</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ab4b515a697bb3749a8e1dd9fc31342bd" title="Returns true if the matrix is the identity matrix.">isIdentity_integer_base</a> () <span class="keyword">const</span>;
<a name="l00160"></a>00160 
<a name="l00162"></a>00162             <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ac04a3b341cbfbb7986be682691655622" title="Set the translation of the current matrix. Will erase any previous values.">setTranslation</a>( <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3d&lt;T&gt;</a>&amp; translation );
<a name="l00163"></a>00163 
<a name="l00165"></a>00165             <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3d&lt;T&gt;</a> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#aec84b278e87611352b75298238e54006" title="Gets the current translation.">getTranslation</a>() <span class="keyword">const</span>;
<a name="l00166"></a>00166 
<a name="l00168"></a>00168             <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a258e103fcb6ce1564978624280ecb7fe" title="Set the inverse translation of the current matrix. Will erase any previous values.">setInverseTranslation</a>( <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3d&lt;T&gt;</a>&amp; translation );
<a name="l00169"></a>00169 
<a name="l00171"></a>00171             <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a05aac7bd2e7651369fc813a51258afbe" title="Make a rotation matrix from Euler angles. The 4th row and column are unmodified.">setRotationRadians</a>( <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3d&lt;T&gt;</a>&amp; rotation );
<a name="l00172"></a>00172 
<a name="l00174"></a>00174             <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a8ee5ef8619d4b0f56d72ac84495ed644" title="Make a rotation matrix from Euler angles. The 4th row and column are unmodified.">setRotationDegrees</a>( <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3d&lt;T&gt;</a>&amp; rotation );
<a name="l00175"></a>00175 
<a name="l00177"></a>00177 
<a name="l00178"></a>00178             <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">core::vector3d&lt;T&gt;</a> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#aa348817a724b49816da5c181ba672e1d" title="Returns the rotation, as set by setRotation().">getRotationDegrees</a>() <span class="keyword">const</span>;
<a name="l00179"></a>00179 
<a name="l00181"></a>00181 
<a name="l00182"></a>00182             <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a1a15d7b55769678512144f0fb7e15a92" title="Make an inverted rotation matrix from Euler angles.">setInverseRotationRadians</a>( <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3d&lt;T&gt;</a>&amp; rotation );
<a name="l00183"></a>00183 
<a name="l00185"></a>00185 
<a name="l00186"></a>00186             <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#afd84b9c93b4c8e9dc2abefa4a28057f9" title="Make an inverted rotation matrix from Euler angles.">setInverseRotationDegrees</a>( <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3d&lt;T&gt;</a>&amp; rotation );
<a name="l00187"></a>00187 
<a name="l00189"></a>00189 
<a name="l00190"></a>00190             <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a2fad61540e78fc7dafe7f6270b0558ac" title="Make a rotation matrix from angle and axis, assuming left handed rotation.">setRotationAxisRadians</a>(<span class="keyword">const</span> T&amp; angle, <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3d&lt;T&gt;</a>&amp; axis);
<a name="l00191"></a>00191 
<a name="l00193"></a>00193             <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a47117d44419af87e70084c01ab852049" title="Set Scale.">setScale</a>( <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3d&lt;T&gt;</a>&amp; scale );
<a name="l00194"></a>00194 
<a name="l00196"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a18af980e2bc3575f60576b6d4b4cc0f3">00196</a>             <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a18af980e2bc3575f60576b6d4b4cc0f3" title="Set Scale.">setScale</a>( <span class="keyword">const</span> T scale ) { <span class="keywordflow">return</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a18af980e2bc3575f60576b6d4b4cc0f3" title="Set Scale.">setScale</a>(<a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">core::vector3d&lt;T&gt;</a>(scale,scale,scale)); }
<a name="l00197"></a>00197 
<a name="l00199"></a>00199             <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">core::vector3d&lt;T&gt;</a> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#aa29f46680cea92b6d38886d1e9759cdd" title="Get Scale.">getScale</a>() <span class="keyword">const</span>;
<a name="l00200"></a>00200 
<a name="l00202"></a>00202             <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a83bf069639e0538f047041ae51042907" title="Translate a vector by the inverse of the translation part of this matrix.">inverseTranslateVect</a>( <a class="code" href="classirr_1_1core_1_1vector3d.html">vector3df</a>&amp; vect ) <span class="keyword">const</span>;
<a name="l00203"></a>00203 
<a name="l00205"></a>00205             <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a7996bee0d3056d6647dc9cc840ed0ad8" title="Rotate a vector by the inverse of the rotation part of this matrix.">inverseRotateVect</a>( <a class="code" href="classirr_1_1core_1_1vector3d.html">vector3df</a>&amp; vect ) <span class="keyword">const</span>;
<a name="l00206"></a>00206 
<a name="l00208"></a>00208             <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a8abcfbf972b19946c3022db380c6d153" title="Rotate a vector by the rotation part of this matrix.">rotateVect</a>( <a class="code" href="classirr_1_1core_1_1vector3d.html">vector3df</a>&amp; vect ) <span class="keyword">const</span>;
<a name="l00209"></a>00209 
<a name="l00211"></a>00211             <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a8abcfbf972b19946c3022db380c6d153" title="Rotate a vector by the rotation part of this matrix.">rotateVect</a>(<a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>&amp; out, <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>&amp; in) <span class="keyword">const</span>;
<a name="l00212"></a>00212 
<a name="l00214"></a>00214             <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a8abcfbf972b19946c3022db380c6d153" title="Rotate a vector by the rotation part of this matrix.">rotateVect</a>(T *out,<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;in) <span class="keyword">const</span>;
<a name="l00215"></a>00215 
<a name="l00217"></a>00217             <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#aa6bb8b39114749d70e51bd1b90bce0a1" title="Transforms the vector by this matrix.">transformVect</a>( <a class="code" href="classirr_1_1core_1_1vector3d.html">vector3df</a>&amp; vect) <span class="keyword">const</span>;
<a name="l00218"></a>00218 
<a name="l00220"></a>00220             <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#aa6bb8b39114749d70e51bd1b90bce0a1" title="Transforms the vector by this matrix.">transformVect</a>( <a class="code" href="classirr_1_1core_1_1vector3d.html">vector3df</a>&amp; out, <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">vector3df</a>&amp; in ) <span class="keyword">const</span>;
<a name="l00221"></a>00221 
<a name="l00223"></a>00223             <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#aa6bb8b39114749d70e51bd1b90bce0a1" title="Transforms the vector by this matrix.">transformVect</a>(T *out,<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;in) <span class="keyword">const</span>;
<a name="l00224"></a>00224 
<a name="l00226"></a>00226             <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a82b910d8a4116a7455167dfa62fc4d72" title="An alternate transform vector method, reading from and writing to an array of 3 floats.">transformVec3</a>(T *out, <span class="keyword">const</span> T * in) <span class="keyword">const</span>;
<a name="l00227"></a>00227 
<a name="l00229"></a>00229             <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a587cb77fd7de7a13771c96a90c4f3de0" title="Translate a vector by the translation part of this matrix.">translateVect</a>( <a class="code" href="classirr_1_1core_1_1vector3d.html">vector3df</a>&amp; vect ) <span class="keyword">const</span>;
<a name="l00230"></a>00230 
<a name="l00232"></a>00232             <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ac4f0d4156d573d8b73eb51dce76e094e" title="Transforms a plane by this matrix.">transformPlane</a>( <a class="code" href="classirr_1_1core_1_1plane3d.html">core::plane3d&lt;f32&gt;</a> &amp;plane) <span class="keyword">const</span>;
<a name="l00233"></a>00233 
<a name="l00235"></a>00235             <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ac4f0d4156d573d8b73eb51dce76e094e" title="Transforms a plane by this matrix.">transformPlane</a>( <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1plane3d.html">core::plane3d&lt;f32&gt;</a> &amp;in, <a class="code" href="classirr_1_1core_1_1plane3d.html">core::plane3d&lt;f32&gt;</a> &amp;out) <span class="keyword">const</span>;
<a name="l00236"></a>00236 
<a name="l00238"></a>00238 
<a name="l00240"></a>00240             <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#abc1f9e77f36b71f14ad9fd31bbce5680" title="Transforms a axis aligned bounding box.">transformBox</a>(<a class="code" href="classirr_1_1core_1_1aabbox3d.html">core::aabbox3d&lt;f32&gt;</a>&amp; box) <span class="keyword">const</span>;
<a name="l00241"></a>00241 
<a name="l00243"></a>00243 
<a name="l00245"></a>00245             <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a87451aea9c07b71d1a8b6091b8cefa63" title="Transforms a axis aligned bounding box.">transformBoxEx</a>(<a class="code" href="classirr_1_1core_1_1aabbox3d.html">core::aabbox3d&lt;f32&gt;</a>&amp; box) <span class="keyword">const</span>;
<a name="l00246"></a>00246 
<a name="l00248"></a>00248             <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a1e1f04cdf57dc76be2875427498a0d62" title="Multiplies this matrix by a 1x4 matrix.">multiplyWith1x4Matrix</a>(T* matrix) <span class="keyword">const</span>;
<a name="l00249"></a>00249 
<a name="l00251"></a>00251 
<a name="l00252"></a>00252             <span class="keywordtype">bool</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a3fbface2cb6b959af64f82a5bb17540e" title="Calculates inverse of matrix. Slow.">makeInverse</a>();
<a name="l00253"></a>00253 
<a name="l00254"></a>00254 
<a name="l00256"></a>00256 
<a name="l00257"></a>00257             <span class="keywordtype">bool</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#af8c024c494998296fc7ed63603d7cb62" title="Inverts a primitive matrix which only contains a translation and a rotation.">getInversePrimitive</a> ( <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; out ) <span class="keyword">const</span>;
<a name="l00258"></a>00258 
<a name="l00260"></a>00260 
<a name="l00262"></a>00262             <span class="keywordtype">bool</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a33c110cd75fdddb840a990ab52f10900" title="Gets the inversed matrix of this one.">getInverse</a>(<a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; out) <span class="keyword">const</span>;
<a name="l00263"></a>00263 
<a name="l00265"></a>00265             <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a5bea6c6f5479720841cea61651e35879" title="Builds a right-handed perspective projection matrix based on a field of view.">buildProjectionMatrixPerspectiveFovRH</a>(<a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> fieldOfViewRadians, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> aspectRatio, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zNear, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zFar);
<a name="l00266"></a>00266 
<a name="l00268"></a>00268             <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a1895b967a8f8c9d7ad90fe5434f2499f" title="Builds a left-handed perspective projection matrix based on a field of view.">buildProjectionMatrixPerspectiveFovLH</a>(<a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> fieldOfViewRadians, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> aspectRatio, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zNear, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zFar);
<a name="l00269"></a>00269 
<a name="l00271"></a>00271             <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a3e4c3f6c545dd522f9f09177259f2f18" title="Builds a left-handed perspective projection matrix based on a field of view, with far plane at infini...">buildProjectionMatrixPerspectiveFovInfinityLH</a>(<a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> fieldOfViewRadians, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> aspectRatio, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zNear, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> epsilon=0);
<a name="l00272"></a>00272 
<a name="l00274"></a>00274             <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a649a29922f622503399bcb16c97b78b4" title="Builds a right-handed perspective projection matrix.">buildProjectionMatrixPerspectiveRH</a>(<a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> widthOfViewVolume, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> heightOfViewVolume, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zNear, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zFar);
<a name="l00275"></a>00275 
<a name="l00277"></a>00277             <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a8306f02451b06f8e6710f23631654086" title="Builds a left-handed perspective projection matrix.">buildProjectionMatrixPerspectiveLH</a>(<a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> widthOfViewVolume, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> heightOfViewVolume, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zNear, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zFar);
<a name="l00278"></a>00278 
<a name="l00280"></a>00280             <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ae4a0618e2da724a26a5d8a201a63d8a5" title="Builds a left-handed orthogonal projection matrix.">buildProjectionMatrixOrthoLH</a>(<a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> widthOfViewVolume, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> heightOfViewVolume, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zNear, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zFar);
<a name="l00281"></a>00281 
<a name="l00283"></a>00283             <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ae7a837a3b2d86bfc830d25c6144b7a46" title="Builds a right-handed orthogonal projection matrix.">buildProjectionMatrixOrthoRH</a>(<a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> widthOfViewVolume, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> heightOfViewVolume, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zNear, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zFar);
<a name="l00284"></a>00284 
<a name="l00286"></a>00286             <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a78e15297c806006898df58498755ecd4" title="Builds a left-handed look-at matrix.">buildCameraLookAtMatrixLH</a>(
<a name="l00287"></a>00287                     <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">vector3df</a>&amp; position,
<a name="l00288"></a>00288                     <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">vector3df</a>&amp; target,
<a name="l00289"></a>00289                     <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">vector3df</a>&amp; upVector);
<a name="l00290"></a>00290 
<a name="l00292"></a>00292             <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a62ebd6002a5018c1096ac368f6be271a" title="Builds a right-handed look-at matrix.">buildCameraLookAtMatrixRH</a>(
<a name="l00293"></a>00293                     <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">vector3df</a>&amp; position,
<a name="l00294"></a>00294                     <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">vector3df</a>&amp; target,
<a name="l00295"></a>00295                     <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">vector3df</a>&amp; upVector);
<a name="l00296"></a>00296 
<a name="l00298"></a>00298 
<a name="l00302"></a>00302             <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a583d0ece1d80f69101660e1cbe441768" title="Builds a matrix that flattens geometry into a plane.">buildShadowMatrix</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>&amp; light, <a class="code" href="classirr_1_1core_1_1plane3d.html">core::plane3df</a> plane, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> point=1.0f);
<a name="l00303"></a>00303 
<a name="l00305"></a>00305 
<a name="l00306"></a>00306             <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a88a7d2f56d4ce637823379de308f673a" title="Builds a matrix which transforms a normalized Device Coordinate to Device Coordinates.">buildNDCToDCMatrix</a>( <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1rect.html">core::rect&lt;s32&gt;</a>&amp; area, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zScale);
<a name="l00307"></a>00307 
<a name="l00309"></a>00309 
<a name="l00311"></a>00311             <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a0c9ed4a87ab8a1340e075490cd9de309" title="Creates a new matrix as interpolated matrix from two other ones.">interpolate</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">core::CMatrix4&lt;T&gt;</a>&amp; b, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> time) <span class="keyword">const</span>;
<a name="l00312"></a>00312 
<a name="l00314"></a>00314             <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a83e8a629180ab12262d2e2cf52c7991b" title="Gets transposed matrix.">getTransposed</a>() <span class="keyword">const</span>;
<a name="l00315"></a>00315 
<a name="l00317"></a>00317             <span class="keyword">inline</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a83e8a629180ab12262d2e2cf52c7991b" title="Gets transposed matrix.">getTransposed</a>( <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; dest ) <span class="keyword">const</span>;
<a name="l00318"></a>00318 
<a name="l00320"></a>00320 
<a name="l00323"></a>00323             <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a4802c6a89ad813e2919f68f512fb320f" title="Builds a matrix that rotates from one vector to another.">buildRotateFromTo</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>&amp; from, <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>&amp; to);
<a name="l00324"></a>00324 
<a name="l00326"></a>00326 
<a name="l00329"></a>00329             <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a8117628146ce654b3b292af7c49e25e2" title="Builds a combined matrix which translates to a center before rotation and translates from origin afte...">setRotationCenter</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>&amp; center, <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>&amp; translate);
<a name="l00330"></a>00330 
<a name="l00332"></a>00332 
<a name="l00338"></a>00338             <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ad2dc80f2aed15900839389cf52f9e798" title="Builds a matrix which rotates a source vector to a look vector over an arbitrary axis.">buildAxisAlignedBillboard</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>&amp; camPos,
<a name="l00339"></a>00339                         <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>&amp; center,
<a name="l00340"></a>00340                         <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>&amp; translation,
<a name="l00341"></a>00341                         <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>&amp; axis,
<a name="l00342"></a>00342                         <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>&amp; from);
<a name="l00343"></a>00343 
<a name="l00344"></a>00344             <span class="comment">/*</span>
<a name="l00345"></a>00345 <span class="comment">                construct 2D Texture transformations</span>
<a name="l00346"></a>00346 <span class="comment">                rotate about center, scale, and transform.</span>
<a name="l00347"></a>00347 <span class="comment">            */</span>
<a name="l00349"></a>00349             <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#afc72faaf2c883d9c0fdc1e0940d1acde" title="Set to a texture transformation matrix with the given parameters.">buildTextureTransform</a>( <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> rotateRad,
<a name="l00350"></a>00350                     <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector2d.html">core::vector2df</a> &amp;rotatecenter,
<a name="l00351"></a>00351                     <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector2d.html">core::vector2df</a> &amp;translate,
<a name="l00352"></a>00352                     <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector2d.html">core::vector2df</a> &amp;scale);
<a name="l00353"></a>00353 
<a name="l00355"></a>00355 
<a name="l00359"></a>00359             <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a445a7653292ae4ffb0baa50032a8674e" title="Set texture transformation rotation.">setTextureRotationCenter</a>( <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> radAngle );
<a name="l00360"></a>00360 
<a name="l00362"></a>00362 
<a name="l00366"></a>00366             <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a2bab9633697a892f08d89c7aeee6daf6" title="Set texture transformation translation.">setTextureTranslate</a>( <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> x, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> y );
<a name="l00367"></a>00367 
<a name="l00369"></a>00369 
<a name="l00373"></a>00373             <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a7d999210cc7427e9d744271e50d26c3c" title="Set texture transformation translation, using a transposed representation.">setTextureTranslateTransposed</a>( <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> x, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> y );
<a name="l00374"></a>00374 
<a name="l00376"></a>00376 
<a name="l00380"></a>00380             <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#aed32a7a8da9c4cee5babe8f6b4aa7dd4" title="Set texture transformation scale.">setTextureScale</a>( <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> sx, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> sy );
<a name="l00381"></a>00381 
<a name="l00383"></a>00383 
<a name="l00387"></a>00387             <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#adbd668867d117dc9331e68abef0af221" title="Set texture transformation scale, and recenter at (0.5,0.5)">setTextureScaleCenter</a>( <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> sx, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> sy );
<a name="l00388"></a>00388 
<a name="l00390"></a>00390             <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ae59fb2248865eba3026d13b9756ba1e1" title="Sets all matrix data members at once.">setM</a>(<span class="keyword">const</span> T* data);
<a name="l00391"></a>00391 
<a name="l00393"></a>00393             <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a87f7195337a2bf7a49978c2ec1100c0a" title="Sets if the matrix is definitely identity matrix.">setDefinitelyIdentityMatrix</a>( <span class="keywordtype">bool</span> isDefinitelyIdentityMatrix);
<a name="l00394"></a>00394 
<a name="l00396"></a>00396             <span class="keywordtype">bool</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ab91cb550bdacbc7b79a47d5b4ee5f4fa" title="Gets if the matrix is definitely identity matrix.">getDefinitelyIdentityMatrix</a>() <span class="keyword">const</span>;
<a name="l00397"></a>00397 
<a name="l00399"></a>00399             <span class="keywordtype">bool</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a5342bc1ac46e8bf7e287f1d58ec702c2" title="Compare two matrices using the equal method.">equals</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">core::CMatrix4&lt;T&gt;</a>&amp; other, <span class="keyword">const</span> T tolerance=(T)<a class="code" href="namespaceirr_1_1core.html#a7b314c22d6804639cbcbce5231724f0b">ROUNDING_ERROR_f64</a>) <span class="keyword">const</span>;
<a name="l00400"></a>00400 
<a name="l00401"></a>00401         <span class="keyword">private</span>:
<a name="l00403"></a>00403             T M[16];
<a name="l00404"></a>00404 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l00405"></a>00405 <span class="preprocessor"></span>
<a name="l00406"></a>00406             <span class="keyword">mutable</span> <a class="code" href="namespaceirr.html#a0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> definitelyIdentityMatrix;
<a name="l00407"></a>00407 <span class="preprocessor">#endif</span>
<a name="l00408"></a>00408 <span class="preprocessor"></span><span class="preprocessor">#if defined ( USE_MATRIX_TEST_DEBUG )</span>
<a name="l00409"></a>00409 <span class="preprocessor"></span>            <a class="code" href="namespaceirr.html#a0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> id;
<a name="l00410"></a>00410             <span class="keyword">mutable</span> <a class="code" href="namespaceirr.html#a0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> calls;
<a name="l00411"></a>00411 <span class="preprocessor">#endif</span>
<a name="l00412"></a>00412 <span class="preprocessor"></span>
<a name="l00413"></a>00413     };
<a name="l00414"></a>00414 
<a name="l00415"></a>00415     <span class="comment">// Default constructor</span>
<a name="l00416"></a>00416     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l00417"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#af771bfde63cdaa3baa4d9f6121e56411">00417</a>     <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#af771bfde63cdaa3baa4d9f6121e56411" title="Default constructor.">CMatrix4&lt;T&gt;::CMatrix4</a>( <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a7bb79712227617f706ed57a34f3eb4fe" title="Constructor Flags.">eConstructor</a> constructor )
<a name="l00418"></a>00418 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l00419"></a>00419 <span class="preprocessor"></span>        : definitelyIdentityMatrix(BIT_UNTESTED)
<a name="l00420"></a>00420 <span class="preprocessor">#endif</span>
<a name="l00421"></a>00421 <span class="preprocessor"></span><span class="preprocessor">#if defined ( USE_MATRIX_TEST_DEBUG )</span>
<a name="l00422"></a>00422 <span class="preprocessor"></span>        ,id ( MTest.ID++), calls ( 0 )
<a name="l00423"></a>00423 <span class="preprocessor">#endif</span>
<a name="l00424"></a>00424 <span class="preprocessor"></span>    {
<a name="l00425"></a>00425         <span class="keywordflow">switch</span> ( constructor )
<a name="l00426"></a>00426         {
<a name="l00427"></a>00427             <span class="keywordflow">case</span> EM4CONST_NOTHING:
<a name="l00428"></a>00428             <span class="keywordflow">case</span> EM4CONST_COPY:
<a name="l00429"></a>00429                 <span class="keywordflow">break</span>;
<a name="l00430"></a>00430             <span class="keywordflow">case</span> EM4CONST_IDENTITY:
<a name="l00431"></a>00431             <span class="keywordflow">case</span> EM4CONST_INVERSE:
<a name="l00432"></a>00432             <span class="keywordflow">default</span>:
<a name="l00433"></a>00433                 makeIdentity();
<a name="l00434"></a>00434                 <span class="keywordflow">break</span>;
<a name="l00435"></a>00435         }
<a name="l00436"></a>00436     }
<a name="l00437"></a>00437 
<a name="l00438"></a>00438     <span class="comment">// Copy constructor</span>
<a name="l00439"></a>00439     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l00440"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#acdb7afc2248d97a7e882cd1bdeed07b7">00440</a>     <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#af771bfde63cdaa3baa4d9f6121e56411" title="Default constructor.">CMatrix4&lt;T&gt;::CMatrix4</a>( <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; other, <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a7bb79712227617f706ed57a34f3eb4fe" title="Constructor Flags.">eConstructor</a> constructor)
<a name="l00441"></a>00441 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l00442"></a>00442 <span class="preprocessor"></span>        : definitelyIdentityMatrix(BIT_UNTESTED)
<a name="l00443"></a>00443 <span class="preprocessor">#endif</span>
<a name="l00444"></a>00444 <span class="preprocessor"></span><span class="preprocessor">#if defined ( USE_MATRIX_TEST_DEBUG )</span>
<a name="l00445"></a>00445 <span class="preprocessor"></span>        ,id ( MTest.ID++), calls ( 0 )
<a name="l00446"></a>00446 <span class="preprocessor">#endif</span>
<a name="l00447"></a>00447 <span class="preprocessor"></span>    {
<a name="l00448"></a>00448         <span class="keywordflow">switch</span> ( constructor )
<a name="l00449"></a>00449         {
<a name="l00450"></a>00450             <span class="keywordflow">case</span> EM4CONST_IDENTITY:
<a name="l00451"></a>00451                 makeIdentity();
<a name="l00452"></a>00452                 <span class="keywordflow">break</span>;
<a name="l00453"></a>00453             <span class="keywordflow">case</span> EM4CONST_NOTHING:
<a name="l00454"></a>00454                 <span class="keywordflow">break</span>;
<a name="l00455"></a>00455             <span class="keywordflow">case</span> EM4CONST_COPY:
<a name="l00456"></a>00456                 *<span class="keyword">this</span> = other;
<a name="l00457"></a>00457                 <span class="keywordflow">break</span>;
<a name="l00458"></a>00458             <span class="keywordflow">case</span> EM4CONST_TRANSPOSED:
<a name="l00459"></a>00459                 other.<a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a83e8a629180ab12262d2e2cf52c7991b" title="Gets transposed matrix.">getTransposed</a>(*<span class="keyword">this</span>);
<a name="l00460"></a>00460                 <span class="keywordflow">break</span>;
<a name="l00461"></a>00461             <span class="keywordflow">case</span> EM4CONST_INVERSE:
<a name="l00462"></a>00462                 <span class="keywordflow">if</span> (!other.<a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a33c110cd75fdddb840a990ab52f10900" title="Gets the inversed matrix of this one.">getInverse</a>(*<span class="keyword">this</span>))
<a name="l00463"></a>00463                     memset(M, 0, 16*<span class="keyword">sizeof</span>(T));
<a name="l00464"></a>00464                 <span class="keywordflow">break</span>;
<a name="l00465"></a>00465             <span class="keywordflow">case</span> EM4CONST_INVERSE_TRANSPOSED:
<a name="l00466"></a>00466                 <span class="keywordflow">if</span> (!other.<a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a33c110cd75fdddb840a990ab52f10900" title="Gets the inversed matrix of this one.">getInverse</a>(*<span class="keyword">this</span>))
<a name="l00467"></a>00467                     memset(M, 0, 16*<span class="keyword">sizeof</span>(T));
<a name="l00468"></a>00468                 <span class="keywordflow">else</span>
<a name="l00469"></a>00469                     *<span class="keyword">this</span>=getTransposed();
<a name="l00470"></a>00470                 <span class="keywordflow">break</span>;
<a name="l00471"></a>00471         }
<a name="l00472"></a>00472     }
<a name="l00473"></a>00473 
<a name="l00475"></a>00475     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l00476"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ac2192a7d9dd89dcd23fe2f9ded3252bf">00476</a>     <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ac2192a7d9dd89dcd23fe2f9ded3252bf" title="Add another matrix.">CMatrix4&lt;T&gt;::operator+</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; other)<span class="keyword"> const</span>
<a name="l00477"></a>00477 <span class="keyword">    </span>{
<a name="l00478"></a>00478         <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a> temp ( EM4CONST_NOTHING );
<a name="l00479"></a>00479 
<a name="l00480"></a>00480         temp[0] = M[0]+other[0];
<a name="l00481"></a>00481         temp[1] = M[1]+other[1];
<a name="l00482"></a>00482         temp[2] = M[2]+other[2];
<a name="l00483"></a>00483         temp[3] = M[3]+other[3];
<a name="l00484"></a>00484         temp[4] = M[4]+other[4];
<a name="l00485"></a>00485         temp[5] = M[5]+other[5];
<a name="l00486"></a>00486         temp[6] = M[6]+other[6];
<a name="l00487"></a>00487         temp[7] = M[7]+other[7];
<a name="l00488"></a>00488         temp[8] = M[8]+other[8];
<a name="l00489"></a>00489         temp[9] = M[9]+other[9];
<a name="l00490"></a>00490         temp[10] = M[10]+other[10];
<a name="l00491"></a>00491         temp[11] = M[11]+other[11];
<a name="l00492"></a>00492         temp[12] = M[12]+other[12];
<a name="l00493"></a>00493         temp[13] = M[13]+other[13];
<a name="l00494"></a>00494         temp[14] = M[14]+other[14];
<a name="l00495"></a>00495         temp[15] = M[15]+other[15];
<a name="l00496"></a>00496 
<a name="l00497"></a>00497         <span class="keywordflow">return</span> temp;
<a name="l00498"></a>00498     }
<a name="l00499"></a>00499 
<a name="l00501"></a>00501     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l00502"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#af91c5be0562ce4be3f8feedd3d017ba1">00502</a>     <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#af91c5be0562ce4be3f8feedd3d017ba1" title="Add another matrix.">CMatrix4&lt;T&gt;::operator+=</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; other)
<a name="l00503"></a>00503     {
<a name="l00504"></a>00504         M[0]+=other[0];
<a name="l00505"></a>00505         M[1]+=other[1];
<a name="l00506"></a>00506         M[2]+=other[2];
<a name="l00507"></a>00507         M[3]+=other[3];
<a name="l00508"></a>00508         M[4]+=other[4];
<a name="l00509"></a>00509         M[5]+=other[5];
<a name="l00510"></a>00510         M[6]+=other[6];
<a name="l00511"></a>00511         M[7]+=other[7];
<a name="l00512"></a>00512         M[8]+=other[8];
<a name="l00513"></a>00513         M[9]+=other[9];
<a name="l00514"></a>00514         M[10]+=other[10];
<a name="l00515"></a>00515         M[11]+=other[11];
<a name="l00516"></a>00516         M[12]+=other[12];
<a name="l00517"></a>00517         M[13]+=other[13];
<a name="l00518"></a>00518         M[14]+=other[14];
<a name="l00519"></a>00519         M[15]+=other[15];
<a name="l00520"></a>00520 
<a name="l00521"></a>00521         <span class="keywordflow">return</span> *<span class="keyword">this</span>;
<a name="l00522"></a>00522     }
<a name="l00523"></a>00523 
<a name="l00525"></a>00525     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l00526"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#aee45563e7f9fdf3d4ef7f5a9d63d87c0">00526</a>     <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#aee45563e7f9fdf3d4ef7f5a9d63d87c0" title="Subtract another matrix.">CMatrix4&lt;T&gt;::operator-</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; other)<span class="keyword"> const</span>
<a name="l00527"></a>00527 <span class="keyword">    </span>{
<a name="l00528"></a>00528         <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a> temp ( EM4CONST_NOTHING );
<a name="l00529"></a>00529 
<a name="l00530"></a>00530         temp[0] = M[0]-other[0];
<a name="l00531"></a>00531         temp[1] = M[1]-other[1];
<a name="l00532"></a>00532         temp[2] = M[2]-other[2];
<a name="l00533"></a>00533         temp[3] = M[3]-other[3];
<a name="l00534"></a>00534         temp[4] = M[4]-other[4];
<a name="l00535"></a>00535         temp[5] = M[5]-other[5];
<a name="l00536"></a>00536         temp[6] = M[6]-other[6];
<a name="l00537"></a>00537         temp[7] = M[7]-other[7];
<a name="l00538"></a>00538         temp[8] = M[8]-other[8];
<a name="l00539"></a>00539         temp[9] = M[9]-other[9];
<a name="l00540"></a>00540         temp[10] = M[10]-other[10];
<a name="l00541"></a>00541         temp[11] = M[11]-other[11];
<a name="l00542"></a>00542         temp[12] = M[12]-other[12];
<a name="l00543"></a>00543         temp[13] = M[13]-other[13];
<a name="l00544"></a>00544         temp[14] = M[14]-other[14];
<a name="l00545"></a>00545         temp[15] = M[15]-other[15];
<a name="l00546"></a>00546 
<a name="l00547"></a>00547         <span class="keywordflow">return</span> temp;
<a name="l00548"></a>00548     }
<a name="l00549"></a>00549 
<a name="l00551"></a>00551     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l00552"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a24eb7faa1418765ba87d3f02f27d643f">00552</a>     <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a24eb7faa1418765ba87d3f02f27d643f" title="Subtract another matrix.">CMatrix4&lt;T&gt;::operator-=</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; other)
<a name="l00553"></a>00553     {
<a name="l00554"></a>00554         M[0]-=other[0];
<a name="l00555"></a>00555         M[1]-=other[1];
<a name="l00556"></a>00556         M[2]-=other[2];
<a name="l00557"></a>00557         M[3]-=other[3];
<a name="l00558"></a>00558         M[4]-=other[4];
<a name="l00559"></a>00559         M[5]-=other[5];
<a name="l00560"></a>00560         M[6]-=other[6];
<a name="l00561"></a>00561         M[7]-=other[7];
<a name="l00562"></a>00562         M[8]-=other[8];
<a name="l00563"></a>00563         M[9]-=other[9];
<a name="l00564"></a>00564         M[10]-=other[10];
<a name="l00565"></a>00565         M[11]-=other[11];
<a name="l00566"></a>00566         M[12]-=other[12];
<a name="l00567"></a>00567         M[13]-=other[13];
<a name="l00568"></a>00568         M[14]-=other[14];
<a name="l00569"></a>00569         M[15]-=other[15];
<a name="l00570"></a>00570 
<a name="l00571"></a>00571         <span class="keywordflow">return</span> *<span class="keyword">this</span>;
<a name="l00572"></a>00572     }
<a name="l00573"></a>00573 
<a name="l00575"></a>00575     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l00576"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a2695d5d90aa8cf55e06649fc83752466">00576</a>     <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a4173ab9beecf99940ba2eb01081f1613" title="Multiply by another matrix.">CMatrix4&lt;T&gt;::operator*</a>(<span class="keyword">const</span> T&amp; scalar)<span class="keyword"> const</span>
<a name="l00577"></a>00577 <span class="keyword">    </span>{
<a name="l00578"></a>00578         <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a> temp ( EM4CONST_NOTHING );
<a name="l00579"></a>00579 
<a name="l00580"></a>00580         temp[0] = M[0]*scalar;
<a name="l00581"></a>00581         temp[1] = M[1]*scalar;
<a name="l00582"></a>00582         temp[2] = M[2]*scalar;
<a name="l00583"></a>00583         temp[3] = M[3]*scalar;
<a name="l00584"></a>00584         temp[4] = M[4]*scalar;
<a name="l00585"></a>00585         temp[5] = M[5]*scalar;
<a name="l00586"></a>00586         temp[6] = M[6]*scalar;
<a name="l00587"></a>00587         temp[7] = M[7]*scalar;
<a name="l00588"></a>00588         temp[8] = M[8]*scalar;
<a name="l00589"></a>00589         temp[9] = M[9]*scalar;
<a name="l00590"></a>00590         temp[10] = M[10]*scalar;
<a name="l00591"></a>00591         temp[11] = M[11]*scalar;
<a name="l00592"></a>00592         temp[12] = M[12]*scalar;
<a name="l00593"></a>00593         temp[13] = M[13]*scalar;
<a name="l00594"></a>00594         temp[14] = M[14]*scalar;
<a name="l00595"></a>00595         temp[15] = M[15]*scalar;
<a name="l00596"></a>00596 
<a name="l00597"></a>00597         <span class="keywordflow">return</span> temp;
<a name="l00598"></a>00598     }
<a name="l00599"></a>00599 
<a name="l00601"></a>00601     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l00602"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ae78879a3d7f0113ba5208d5476c3af9c">00602</a>     <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ac3d29f86c91d9d095ab155ecb8870f87" title="Multiply by another matrix.">CMatrix4&lt;T&gt;::operator*=</a>(<span class="keyword">const</span> T&amp; scalar)
<a name="l00603"></a>00603     {
<a name="l00604"></a>00604         M[0]*=scalar;
<a name="l00605"></a>00605         M[1]*=scalar;
<a name="l00606"></a>00606         M[2]*=scalar;
<a name="l00607"></a>00607         M[3]*=scalar;
<a name="l00608"></a>00608         M[4]*=scalar;
<a name="l00609"></a>00609         M[5]*=scalar;
<a name="l00610"></a>00610         M[6]*=scalar;
<a name="l00611"></a>00611         M[7]*=scalar;
<a name="l00612"></a>00612         M[8]*=scalar;
<a name="l00613"></a>00613         M[9]*=scalar;
<a name="l00614"></a>00614         M[10]*=scalar;
<a name="l00615"></a>00615         M[11]*=scalar;
<a name="l00616"></a>00616         M[12]*=scalar;
<a name="l00617"></a>00617         M[13]*=scalar;
<a name="l00618"></a>00618         M[14]*=scalar;
<a name="l00619"></a>00619         M[15]*=scalar;
<a name="l00620"></a>00620 
<a name="l00621"></a>00621         <span class="keywordflow">return</span> *<span class="keyword">this</span>;
<a name="l00622"></a>00622     }
<a name="l00623"></a>00623 
<a name="l00625"></a>00625     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l00626"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ac3d29f86c91d9d095ab155ecb8870f87">00626</a>     <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ac3d29f86c91d9d095ab155ecb8870f87" title="Multiply by another matrix.">CMatrix4&lt;T&gt;::operator*=</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; other)
<a name="l00627"></a>00627     {
<a name="l00628"></a>00628 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l00629"></a>00629 <span class="preprocessor"></span>        <span class="comment">// do checks on your own in order to avoid copy creation</span>
<a name="l00630"></a>00630         <span class="keywordflow">if</span> ( !other.<a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a24e7bc5d302f6c0cb11bad0771a40826" title="Returns true if the matrix is the identity matrix.">isIdentity</a>() )
<a name="l00631"></a>00631         {
<a name="l00632"></a>00632             <span class="keywordflow">if</span> ( this-&gt;isIdentity() )
<a name="l00633"></a>00633             {
<a name="l00634"></a>00634                 <span class="keywordflow">return</span> (*<span class="keyword">this</span> = other);
<a name="l00635"></a>00635             }
<a name="l00636"></a>00636             <span class="keywordflow">else</span>
<a name="l00637"></a>00637             {
<a name="l00638"></a>00638                 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a> temp ( *<span class="keyword">this</span> );
<a name="l00639"></a>00639                 <span class="keywordflow">return</span> setbyproduct_nocheck( temp, other );
<a name="l00640"></a>00640             }
<a name="l00641"></a>00641         }
<a name="l00642"></a>00642         <span class="keywordflow">return</span> *<span class="keyword">this</span>;
<a name="l00643"></a>00643 <span class="preprocessor">#else</span>
<a name="l00644"></a>00644 <span class="preprocessor"></span>        <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a> temp ( *<span class="keyword">this</span> );
<a name="l00645"></a>00645         <span class="keywordflow">return</span> setbyproduct_nocheck( temp, other );
<a name="l00646"></a>00646 <span class="preprocessor">#endif</span>
<a name="l00647"></a>00647 <span class="preprocessor"></span>    }
<a name="l00648"></a>00648 
<a name="l00650"></a>00650     <span class="comment">// set this matrix to the product of two other matrices</span>
<a name="l00651"></a>00651     <span class="comment">// goal is to reduce stack use and copy</span>
<a name="l00652"></a>00652     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l00653"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a526a2a11dcd8b18c9e77deb84094778d">00653</a>     <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a526a2a11dcd8b18c9e77deb84094778d" title="Set this matrix to the product of two matrices.">CMatrix4&lt;T&gt;::setbyproduct_nocheck</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; other_a,<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; other_b )
<a name="l00654"></a>00654     {
<a name="l00655"></a>00655         <span class="keyword">const</span> T *m1 = other_a.M;
<a name="l00656"></a>00656         <span class="keyword">const</span> T *m2 = other_b.M;
<a name="l00657"></a>00657 
<a name="l00658"></a>00658         M[0] = m1[0]*m2[0] + m1[4]*m2[1] + m1[8]*m2[2] + m1[12]*m2[3];
<a name="l00659"></a>00659         M[1] = m1[1]*m2[0] + m1[5]*m2[1] + m1[9]*m2[2] + m1[13]*m2[3];
<a name="l00660"></a>00660         M[2] = m1[2]*m2[0] + m1[6]*m2[1] + m1[10]*m2[2] + m1[14]*m2[3];
<a name="l00661"></a>00661         M[3] = m1[3]*m2[0] + m1[7]*m2[1] + m1[11]*m2[2] + m1[15]*m2[3];
<a name="l00662"></a>00662 
<a name="l00663"></a>00663         M[4] = m1[0]*m2[4] + m1[4]*m2[5] + m1[8]*m2[6] + m1[12]*m2[7];
<a name="l00664"></a>00664         M[5] = m1[1]*m2[4] + m1[5]*m2[5] + m1[9]*m2[6] + m1[13]*m2[7];
<a name="l00665"></a>00665         M[6] = m1[2]*m2[4] + m1[6]*m2[5] + m1[10]*m2[6] + m1[14]*m2[7];
<a name="l00666"></a>00666         M[7] = m1[3]*m2[4] + m1[7]*m2[5] + m1[11]*m2[6] + m1[15]*m2[7];
<a name="l00667"></a>00667 
<a name="l00668"></a>00668         M[8] = m1[0]*m2[8] + m1[4]*m2[9] + m1[8]*m2[10] + m1[12]*m2[11];
<a name="l00669"></a>00669         M[9] = m1[1]*m2[8] + m1[5]*m2[9] + m1[9]*m2[10] + m1[13]*m2[11];
<a name="l00670"></a>00670         M[10] = m1[2]*m2[8] + m1[6]*m2[9] + m1[10]*m2[10] + m1[14]*m2[11];
<a name="l00671"></a>00671         M[11] = m1[3]*m2[8] + m1[7]*m2[9] + m1[11]*m2[10] + m1[15]*m2[11];
<a name="l00672"></a>00672 
<a name="l00673"></a>00673         M[12] = m1[0]*m2[12] + m1[4]*m2[13] + m1[8]*m2[14] + m1[12]*m2[15];
<a name="l00674"></a>00674         M[13] = m1[1]*m2[12] + m1[5]*m2[13] + m1[9]*m2[14] + m1[13]*m2[15];
<a name="l00675"></a>00675         M[14] = m1[2]*m2[12] + m1[6]*m2[13] + m1[10]*m2[14] + m1[14]*m2[15];
<a name="l00676"></a>00676         M[15] = m1[3]*m2[12] + m1[7]*m2[13] + m1[11]*m2[14] + m1[15]*m2[15];
<a name="l00677"></a>00677 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l00678"></a>00678 <span class="preprocessor"></span>        definitelyIdentityMatrix=<span class="keyword">false</span>;
<a name="l00679"></a>00679 <span class="preprocessor">#endif</span>
<a name="l00680"></a>00680 <span class="preprocessor"></span>        <span class="keywordflow">return</span> *<span class="keyword">this</span>;
<a name="l00681"></a>00681     }
<a name="l00682"></a>00682 
<a name="l00683"></a>00683 
<a name="l00685"></a>00685     <span class="comment">// set this matrix to the product of two other matrices</span>
<a name="l00686"></a>00686     <span class="comment">// goal is to reduce stack use and copy</span>
<a name="l00687"></a>00687     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l00688"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a8503c58913ba9407ba00b173d8a3e25c">00688</a>     <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a8503c58913ba9407ba00b173d8a3e25c" title="set this matrix to the product of two matrices">CMatrix4&lt;T&gt;::setbyproduct</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; other_a, <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; other_b )
<a name="l00689"></a>00689     {
<a name="l00690"></a>00690 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l00691"></a>00691 <span class="preprocessor"></span>        <span class="keywordflow">if</span> ( other_a.<a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a24e7bc5d302f6c0cb11bad0771a40826" title="Returns true if the matrix is the identity matrix.">isIdentity</a> () )
<a name="l00692"></a>00692             <span class="keywordflow">return</span> (*<span class="keyword">this</span> = other_b);
<a name="l00693"></a>00693         <span class="keywordflow">else</span>
<a name="l00694"></a>00694         <span class="keywordflow">if</span> ( other_b.<a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a24e7bc5d302f6c0cb11bad0771a40826" title="Returns true if the matrix is the identity matrix.">isIdentity</a> () )
<a name="l00695"></a>00695             <span class="keywordflow">return</span> (*<span class="keyword">this</span> = other_a);
<a name="l00696"></a>00696         <span class="keywordflow">else</span>
<a name="l00697"></a>00697             <span class="keywordflow">return</span> setbyproduct_nocheck(other_a,other_b);
<a name="l00698"></a>00698 <span class="preprocessor">#else</span>
<a name="l00699"></a>00699 <span class="preprocessor"></span>        <span class="keywordflow">return</span> setbyproduct_nocheck(other_a,other_b);
<a name="l00700"></a>00700 <span class="preprocessor">#endif</span>
<a name="l00701"></a>00701 <span class="preprocessor"></span>    }
<a name="l00702"></a>00702 
<a name="l00704"></a>00704     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l00705"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a4173ab9beecf99940ba2eb01081f1613">00705</a>     <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a4173ab9beecf99940ba2eb01081f1613" title="Multiply by another matrix.">CMatrix4&lt;T&gt;::operator*</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; m2)<span class="keyword"> const</span>
<a name="l00706"></a>00706 <span class="keyword">    </span>{
<a name="l00707"></a>00707 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l00708"></a>00708 <span class="preprocessor"></span>        <span class="comment">// Testing purpose..</span>
<a name="l00709"></a>00709         <span class="keywordflow">if</span> ( this-&gt;isIdentity() )
<a name="l00710"></a>00710             <span class="keywordflow">return</span> m2;
<a name="l00711"></a>00711         <span class="keywordflow">if</span> ( m2.<a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a24e7bc5d302f6c0cb11bad0771a40826" title="Returns true if the matrix is the identity matrix.">isIdentity</a>() )
<a name="l00712"></a>00712             <span class="keywordflow">return</span> *<span class="keyword">this</span>;
<a name="l00713"></a>00713 <span class="preprocessor">#endif</span>
<a name="l00714"></a>00714 <span class="preprocessor"></span>
<a name="l00715"></a>00715         <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a> m3 ( EM4CONST_NOTHING );
<a name="l00716"></a>00716 
<a name="l00717"></a>00717         <span class="keyword">const</span> T *m1 = M;
<a name="l00718"></a>00718 
<a name="l00719"></a>00719         m3[0] = m1[0]*m2[0] + m1[4]*m2[1] + m1[8]*m2[2] + m1[12]*m2[3];
<a name="l00720"></a>00720         m3[1] = m1[1]*m2[0] + m1[5]*m2[1] + m1[9]*m2[2] + m1[13]*m2[3];
<a name="l00721"></a>00721         m3[2] = m1[2]*m2[0] + m1[6]*m2[1] + m1[10]*m2[2] + m1[14]*m2[3];
<a name="l00722"></a>00722         m3[3] = m1[3]*m2[0] + m1[7]*m2[1] + m1[11]*m2[2] + m1[15]*m2[3];
<a name="l00723"></a>00723 
<a name="l00724"></a>00724         m3[4] = m1[0]*m2[4] + m1[4]*m2[5] + m1[8]*m2[6] + m1[12]*m2[7];
<a name="l00725"></a>00725         m3[5] = m1[1]*m2[4] + m1[5]*m2[5] + m1[9]*m2[6] + m1[13]*m2[7];
<a name="l00726"></a>00726         m3[6] = m1[2]*m2[4] + m1[6]*m2[5] + m1[10]*m2[6] + m1[14]*m2[7];
<a name="l00727"></a>00727         m3[7] = m1[3]*m2[4] + m1[7]*m2[5] + m1[11]*m2[6] + m1[15]*m2[7];
<a name="l00728"></a>00728 
<a name="l00729"></a>00729         m3[8] = m1[0]*m2[8] + m1[4]*m2[9] + m1[8]*m2[10] + m1[12]*m2[11];
<a name="l00730"></a>00730         m3[9] = m1[1]*m2[8] + m1[5]*m2[9] + m1[9]*m2[10] + m1[13]*m2[11];
<a name="l00731"></a>00731         m3[10] = m1[2]*m2[8] + m1[6]*m2[9] + m1[10]*m2[10] + m1[14]*m2[11];
<a name="l00732"></a>00732         m3[11] = m1[3]*m2[8] + m1[7]*m2[9] + m1[11]*m2[10] + m1[15]*m2[11];
<a name="l00733"></a>00733 
<a name="l00734"></a>00734         m3[12] = m1[0]*m2[12] + m1[4]*m2[13] + m1[8]*m2[14] + m1[12]*m2[15];
<a name="l00735"></a>00735         m3[13] = m1[1]*m2[12] + m1[5]*m2[13] + m1[9]*m2[14] + m1[13]*m2[15];
<a name="l00736"></a>00736         m3[14] = m1[2]*m2[12] + m1[6]*m2[13] + m1[10]*m2[14] + m1[14]*m2[15];
<a name="l00737"></a>00737         m3[15] = m1[3]*m2[12] + m1[7]*m2[13] + m1[11]*m2[14] + m1[15]*m2[15];
<a name="l00738"></a>00738         <span class="keywordflow">return</span> m3;
<a name="l00739"></a>00739     }
<a name="l00740"></a>00740 
<a name="l00741"></a>00741 
<a name="l00742"></a>00742 
<a name="l00743"></a>00743     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l00744"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#aec84b278e87611352b75298238e54006">00744</a>     <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3d&lt;T&gt;</a> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#aec84b278e87611352b75298238e54006" title="Gets the current translation.">CMatrix4&lt;T&gt;::getTranslation</a>()<span class="keyword"> const</span>
<a name="l00745"></a>00745 <span class="keyword">    </span>{
<a name="l00746"></a>00746         <span class="keywordflow">return</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3d&lt;T&gt;</a>(M[12], M[13], M[14]);
<a name="l00747"></a>00747     }
<a name="l00748"></a>00748 
<a name="l00749"></a>00749 
<a name="l00750"></a>00750     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l00751"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ac04a3b341cbfbb7986be682691655622">00751</a>     <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ac04a3b341cbfbb7986be682691655622" title="Set the translation of the current matrix. Will erase any previous values.">CMatrix4&lt;T&gt;::setTranslation</a>( <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3d&lt;T&gt;</a>&amp; translation )
<a name="l00752"></a>00752     {
<a name="l00753"></a>00753         M[12] = translation.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>;
<a name="l00754"></a>00754         M[13] = translation.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>;
<a name="l00755"></a>00755         M[14] = translation.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>;
<a name="l00756"></a>00756 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l00757"></a>00757 <span class="preprocessor"></span>        definitelyIdentityMatrix=<span class="keyword">false</span>;
<a name="l00758"></a>00758 <span class="preprocessor">#endif</span>
<a name="l00759"></a>00759 <span class="preprocessor"></span>        <span class="keywordflow">return</span> *<span class="keyword">this</span>;
<a name="l00760"></a>00760     }
<a name="l00761"></a>00761 
<a name="l00762"></a>00762     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l00763"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a258e103fcb6ce1564978624280ecb7fe">00763</a>     <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a258e103fcb6ce1564978624280ecb7fe" title="Set the inverse translation of the current matrix. Will erase any previous values.">CMatrix4&lt;T&gt;::setInverseTranslation</a>( <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3d&lt;T&gt;</a>&amp; translation )
<a name="l00764"></a>00764     {
<a name="l00765"></a>00765         M[12] = -translation.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>;
<a name="l00766"></a>00766         M[13] = -translation.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>;
<a name="l00767"></a>00767         M[14] = -translation.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>;
<a name="l00768"></a>00768 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l00769"></a>00769 <span class="preprocessor"></span>        definitelyIdentityMatrix=<span class="keyword">false</span>;
<a name="l00770"></a>00770 <span class="preprocessor">#endif</span>
<a name="l00771"></a>00771 <span class="preprocessor"></span>        <span class="keywordflow">return</span> *<span class="keyword">this</span>;
<a name="l00772"></a>00772     }
<a name="l00773"></a>00773 
<a name="l00774"></a>00774     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l00775"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a47117d44419af87e70084c01ab852049">00775</a>     <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a47117d44419af87e70084c01ab852049" title="Set Scale.">CMatrix4&lt;T&gt;::setScale</a>( <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3d&lt;T&gt;</a>&amp; scale )
<a name="l00776"></a>00776     {
<a name="l00777"></a>00777         M[0] = scale.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>;
<a name="l00778"></a>00778         M[5] = scale.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>;
<a name="l00779"></a>00779         M[10] = scale.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>;
<a name="l00780"></a>00780 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l00781"></a>00781 <span class="preprocessor"></span>        definitelyIdentityMatrix=<span class="keyword">false</span>;
<a name="l00782"></a>00782 <span class="preprocessor">#endif</span>
<a name="l00783"></a>00783 <span class="preprocessor"></span>        <span class="keywordflow">return</span> *<span class="keyword">this</span>;
<a name="l00784"></a>00784     }
<a name="l00785"></a>00785 
<a name="l00787"></a>00787 
<a name="l00794"></a>00794     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l00795"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#aa29f46680cea92b6d38886d1e9759cdd">00795</a>     <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3d&lt;T&gt;</a> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#aa29f46680cea92b6d38886d1e9759cdd" title="Get Scale.">CMatrix4&lt;T&gt;::getScale</a>()<span class="keyword"> const</span>
<a name="l00796"></a>00796 <span class="keyword">    </span>{
<a name="l00797"></a>00797         <span class="comment">// See http://www.robertblum.com/articles/2005/02/14/decomposing-matrices</span>
<a name="l00798"></a>00798 
<a name="l00799"></a>00799         <span class="comment">// Deal with the 0 rotation case first</span>
<a name="l00800"></a>00800         <span class="comment">// Prior to Irrlicht 1.6, we always returned this value.</span>
<a name="l00801"></a>00801         <span class="keywordflow">if</span>(<a class="code" href="namespaceirr_1_1core.html#afc24e6ba26469ec7ca7001ed272dc3b2" title="returns if a equals zero, taking rounding errors into account">core::iszero</a>(M[1]) &amp;&amp; <a class="code" href="namespaceirr_1_1core.html#afc24e6ba26469ec7ca7001ed272dc3b2" title="returns if a equals zero, taking rounding errors into account">core::iszero</a>(M[2]) &amp;&amp;
<a name="l00802"></a>00802             <a class="code" href="namespaceirr_1_1core.html#afc24e6ba26469ec7ca7001ed272dc3b2" title="returns if a equals zero, taking rounding errors into account">core::iszero</a>(M[4]) &amp;&amp; <a class="code" href="namespaceirr_1_1core.html#afc24e6ba26469ec7ca7001ed272dc3b2" title="returns if a equals zero, taking rounding errors into account">core::iszero</a>(M[6]) &amp;&amp;
<a name="l00803"></a>00803             <a class="code" href="namespaceirr_1_1core.html#afc24e6ba26469ec7ca7001ed272dc3b2" title="returns if a equals zero, taking rounding errors into account">core::iszero</a>(M[8]) &amp;&amp; <a class="code" href="namespaceirr_1_1core.html#afc24e6ba26469ec7ca7001ed272dc3b2" title="returns if a equals zero, taking rounding errors into account">core::iszero</a>(M[9]))
<a name="l00804"></a>00804             <span class="keywordflow">return</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3d&lt;T&gt;</a>(M[0], M[5], M[10]);
<a name="l00805"></a>00805 
<a name="l00806"></a>00806         <span class="comment">// We have to do the full calculation.</span>
<a name="l00807"></a>00807         <span class="keywordflow">return</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3d&lt;T&gt;</a>(sqrtf(M[0] * M[0] + M[1] * M[1] + M[2] * M[2]),
<a name="l00808"></a>00808                             sqrtf(M[4] * M[4] + M[5] * M[5] + M[6] * M[6]),
<a name="l00809"></a>00809                             sqrtf(M[8] * M[8] + M[9] * M[9] + M[10] * M[10]));
<a name="l00810"></a>00810     }
<a name="l00811"></a>00811 
<a name="l00812"></a>00812     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l00813"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a8ee5ef8619d4b0f56d72ac84495ed644">00813</a>     <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a8ee5ef8619d4b0f56d72ac84495ed644" title="Make a rotation matrix from Euler angles. The 4th row and column are unmodified.">CMatrix4&lt;T&gt;::setRotationDegrees</a>( <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3d&lt;T&gt;</a>&amp; rotation )
<a name="l00814"></a>00814     {
<a name="l00815"></a>00815         <span class="keywordflow">return</span> setRotationRadians( rotation * <a class="code" href="namespaceirr_1_1core.html#a4b91e69e51a2e374aec940cba3869028" title="32bit Constant for converting from degrees to radians">core::DEGTORAD</a> );
<a name="l00816"></a>00816     }
<a name="l00817"></a>00817 
<a name="l00818"></a>00818     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l00819"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#afd84b9c93b4c8e9dc2abefa4a28057f9">00819</a>     <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#afd84b9c93b4c8e9dc2abefa4a28057f9" title="Make an inverted rotation matrix from Euler angles.">CMatrix4&lt;T&gt;::setInverseRotationDegrees</a>( <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3d&lt;T&gt;</a>&amp; rotation )
<a name="l00820"></a>00820     {
<a name="l00821"></a>00821         <span class="keywordflow">return</span> setInverseRotationRadians( rotation * <a class="code" href="namespaceirr_1_1core.html#a4b91e69e51a2e374aec940cba3869028" title="32bit Constant for converting from degrees to radians">core::DEGTORAD</a> );
<a name="l00822"></a>00822     }
<a name="l00823"></a>00823 
<a name="l00824"></a>00824     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l00825"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a05aac7bd2e7651369fc813a51258afbe">00825</a>     <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a05aac7bd2e7651369fc813a51258afbe" title="Make a rotation matrix from Euler angles. The 4th row and column are unmodified.">CMatrix4&lt;T&gt;::setRotationRadians</a>( <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3d&lt;T&gt;</a>&amp; rotation )
<a name="l00826"></a>00826     {
<a name="l00827"></a>00827         <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> cr = cos( rotation.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> );
<a name="l00828"></a>00828         <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> sr = sin( rotation.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> );
<a name="l00829"></a>00829         <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> cp = cos( rotation.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> );
<a name="l00830"></a>00830         <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> sp = sin( rotation.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> );
<a name="l00831"></a>00831         <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> cy = cos( rotation.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> );
<a name="l00832"></a>00832         <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> sy = sin( rotation.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> );
<a name="l00833"></a>00833 
<a name="l00834"></a>00834         M[0] = (T)( cp*cy );
<a name="l00835"></a>00835         M[1] = (T)( cp*sy );
<a name="l00836"></a>00836         M[2] = (T)( -sp );
<a name="l00837"></a>00837 
<a name="l00838"></a>00838         <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> srsp = sr*sp;
<a name="l00839"></a>00839         <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> crsp = cr*sp;
<a name="l00840"></a>00840 
<a name="l00841"></a>00841         M[4] = (T)( srsp*cy-cr*sy );
<a name="l00842"></a>00842         M[5] = (T)( srsp*sy+cr*cy );
<a name="l00843"></a>00843         M[6] = (T)( sr*cp );
<a name="l00844"></a>00844 
<a name="l00845"></a>00845         M[8] = (T)( crsp*cy+sr*sy );
<a name="l00846"></a>00846         M[9] = (T)( crsp*sy-sr*cy );
<a name="l00847"></a>00847         M[10] = (T)( cr*cp );
<a name="l00848"></a>00848 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l00849"></a>00849 <span class="preprocessor"></span>        definitelyIdentityMatrix=<span class="keyword">false</span>;
<a name="l00850"></a>00850 <span class="preprocessor">#endif</span>
<a name="l00851"></a>00851 <span class="preprocessor"></span>        <span class="keywordflow">return</span> *<span class="keyword">this</span>;
<a name="l00852"></a>00852     }
<a name="l00853"></a>00853 
<a name="l00854"></a>00854 
<a name="l00856"></a>00856 
<a name="l00859"></a>00859     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l00860"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#aa348817a724b49816da5c181ba672e1d">00860</a>     <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">core::vector3d&lt;T&gt;</a> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#aa348817a724b49816da5c181ba672e1d" title="Returns the rotation, as set by setRotation().">CMatrix4&lt;T&gt;::getRotationDegrees</a>()<span class="keyword"> const</span>
<a name="l00861"></a>00861 <span class="keyword">    </span>{
<a name="l00862"></a>00862         <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a> &amp;mat = *<span class="keyword">this</span>;
<a name="l00863"></a>00863         <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">core::vector3d&lt;T&gt;</a> scale = getScale();
<a name="l00864"></a>00864         <span class="comment">// we need to check for negative scale on to axes, which would bring up wrong results</span>
<a name="l00865"></a>00865         <span class="keywordflow">if</span> (scale.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>&lt;0 &amp;&amp; scale.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>&lt;0)
<a name="l00866"></a>00866         {
<a name="l00867"></a>00867             scale.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> =-scale.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>;
<a name="l00868"></a>00868             scale.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> =-scale.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>;
<a name="l00869"></a>00869         }
<a name="l00870"></a>00870         <span class="keywordflow">else</span> <span class="keywordflow">if</span> (scale.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>&lt;0 &amp;&amp; scale.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>&lt;0)
<a name="l00871"></a>00871         {
<a name="l00872"></a>00872             scale.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> =-scale.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>;
<a name="l00873"></a>00873             scale.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> =-scale.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>;
<a name="l00874"></a>00874         }
<a name="l00875"></a>00875         <span class="keywordflow">else</span> <span class="keywordflow">if</span> (scale.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>&lt;0 &amp;&amp; scale.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>&lt;0)
<a name="l00876"></a>00876         {
<a name="l00877"></a>00877             scale.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> =-scale.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>;
<a name="l00878"></a>00878             scale.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> =-scale.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>;
<a name="l00879"></a>00879         }
<a name="l00880"></a>00880         <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">core::vector3d&lt;f64&gt;</a> invScale(<a class="code" href="namespaceirr_1_1core.html#aa01390f49052dfe07e16ee6c5233f4eb">core::reciprocal</a>(scale.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>),<a class="code" href="namespaceirr_1_1core.html#aa01390f49052dfe07e16ee6c5233f4eb">core::reciprocal</a>(scale.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>),<a class="code" href="namespaceirr_1_1core.html#aa01390f49052dfe07e16ee6c5233f4eb">core::reciprocal</a>(scale.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>));
<a name="l00881"></a>00881 
<a name="l00882"></a>00882         <a class="code" href="namespaceirr.html#a1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> Y = -asin(<a class="code" href="namespaceirr_1_1core.html#a6162f685b68f629e77336081d3316969" title="clamps a value between low and high">core::clamp</a>(mat[2]*invScale.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>, -1.0, 1.0));
<a name="l00883"></a>00883         <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> C = cos(Y);
<a name="l00884"></a>00884         Y *= <a class="code" href="namespaceirr_1_1core.html#ae7afeb48af12f5f5130cd179a644ec58" title="64bit constant for converting from radians to degrees">RADTODEG64</a>;
<a name="l00885"></a>00885 
<a name="l00886"></a>00886         <a class="code" href="namespaceirr.html#a1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> rotx, roty, X, Z;
<a name="l00887"></a>00887 
<a name="l00888"></a>00888         <span class="keywordflow">if</span> (!<a class="code" href="namespaceirr_1_1core.html#afc24e6ba26469ec7ca7001ed272dc3b2" title="returns if a equals zero, taking rounding errors into account">core::iszero</a>(C))
<a name="l00889"></a>00889         {
<a name="l00890"></a>00890             <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> invC = <a class="code" href="namespaceirr_1_1core.html#aa01390f49052dfe07e16ee6c5233f4eb">core::reciprocal</a>(C);
<a name="l00891"></a>00891             rotx = mat[10] * invC * invScale.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>;
<a name="l00892"></a>00892             roty = mat[6] * invC * invScale.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>;
<a name="l00893"></a>00893             X = atan2( roty, rotx ) * <a class="code" href="namespaceirr_1_1core.html#ae7afeb48af12f5f5130cd179a644ec58" title="64bit constant for converting from radians to degrees">RADTODEG64</a>;
<a name="l00894"></a>00894             rotx = mat[0] * invC * invScale.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>;
<a name="l00895"></a>00895             roty = mat[1] * invC * invScale.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>;
<a name="l00896"></a>00896             Z = atan2( roty, rotx ) * <a class="code" href="namespaceirr_1_1core.html#ae7afeb48af12f5f5130cd179a644ec58" title="64bit constant for converting from radians to degrees">RADTODEG64</a>;
<a name="l00897"></a>00897         }
<a name="l00898"></a>00898         <span class="keywordflow">else</span>
<a name="l00899"></a>00899         {
<a name="l00900"></a>00900             X = 0.0;
<a name="l00901"></a>00901             rotx = mat[5] * invScale.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>;
<a name="l00902"></a>00902             roty = -mat[4] * invScale.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>;
<a name="l00903"></a>00903             Z = atan2( roty, rotx ) * <a class="code" href="namespaceirr_1_1core.html#ae7afeb48af12f5f5130cd179a644ec58" title="64bit constant for converting from radians to degrees">RADTODEG64</a>;
<a name="l00904"></a>00904         }
<a name="l00905"></a>00905 
<a name="l00906"></a>00906         <span class="comment">// fix values that get below zero</span>
<a name="l00907"></a>00907         <span class="keywordflow">if</span> (X &lt; 0.0) X += 360.0;
<a name="l00908"></a>00908         <span class="keywordflow">if</span> (Y &lt; 0.0) Y += 360.0;
<a name="l00909"></a>00909         <span class="keywordflow">if</span> (Z &lt; 0.0) Z += 360.0;
<a name="l00910"></a>00910 
<a name="l00911"></a>00911         <span class="keywordflow">return</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3d&lt;T&gt;</a>((T)X,(T)Y,(T)Z);
<a name="l00912"></a>00912     }
<a name="l00913"></a>00913 
<a name="l00914"></a>00914 
<a name="l00916"></a>00916     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l00917"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a1a15d7b55769678512144f0fb7e15a92">00917</a>     <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a1a15d7b55769678512144f0fb7e15a92" title="Make an inverted rotation matrix from Euler angles.">CMatrix4&lt;T&gt;::setInverseRotationRadians</a>( <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3d&lt;T&gt;</a>&amp; rotation )
<a name="l00918"></a>00918     {
<a name="l00919"></a>00919         <a class="code" href="namespaceirr.html#a1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> cr = cos( rotation.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> );
<a name="l00920"></a>00920         <a class="code" href="namespaceirr.html#a1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> sr = sin( rotation.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> );
<a name="l00921"></a>00921         <a class="code" href="namespaceirr.html#a1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> cp = cos( rotation.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> );
<a name="l00922"></a>00922         <a class="code" href="namespaceirr.html#a1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> sp = sin( rotation.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> );
<a name="l00923"></a>00923         <a class="code" href="namespaceirr.html#a1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> cy = cos( rotation.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> );
<a name="l00924"></a>00924         <a class="code" href="namespaceirr.html#a1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> sy = sin( rotation.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> );
<a name="l00925"></a>00925 
<a name="l00926"></a>00926         M[0] = (T)( cp*cy );
<a name="l00927"></a>00927         M[4] = (T)( cp*sy );
<a name="l00928"></a>00928         M[8] = (T)( -sp );
<a name="l00929"></a>00929 
<a name="l00930"></a>00930         <a class="code" href="namespaceirr.html#a1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> srsp = sr*sp;
<a name="l00931"></a>00931         <a class="code" href="namespaceirr.html#a1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> crsp = cr*sp;
<a name="l00932"></a>00932 
<a name="l00933"></a>00933         M[1] = (T)( srsp*cy-cr*sy );
<a name="l00934"></a>00934         M[5] = (T)( srsp*sy+cr*cy );
<a name="l00935"></a>00935         M[9] = (T)( sr*cp );
<a name="l00936"></a>00936 
<a name="l00937"></a>00937         M[2] = (T)( crsp*cy+sr*sy );
<a name="l00938"></a>00938         M[6] = (T)( crsp*sy-sr*cy );
<a name="l00939"></a>00939         M[10] = (T)( cr*cp );
<a name="l00940"></a>00940 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l00941"></a>00941 <span class="preprocessor"></span>        definitelyIdentityMatrix=<span class="keyword">false</span>;
<a name="l00942"></a>00942 <span class="preprocessor">#endif</span>
<a name="l00943"></a>00943 <span class="preprocessor"></span>        <span class="keywordflow">return</span> *<span class="keyword">this</span>;
<a name="l00944"></a>00944     }
<a name="l00945"></a>00945 
<a name="l00947"></a>00947     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l00948"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a2fad61540e78fc7dafe7f6270b0558ac">00948</a>     <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a2fad61540e78fc7dafe7f6270b0558ac" title="Make a rotation matrix from angle and axis, assuming left handed rotation.">CMatrix4&lt;T&gt;::setRotationAxisRadians</a>( <span class="keyword">const</span> T&amp; angle, <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3d&lt;T&gt;</a>&amp; axis )
<a name="l00949"></a>00949     {
<a name="l00950"></a>00950         <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> c = cos(angle);
<a name="l00951"></a>00951         <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> s = sin(angle);
<a name="l00952"></a>00952         <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> t = 1.0 - c;
<a name="l00953"></a>00953 
<a name="l00954"></a>00954         <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> tx  = t * axis.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>;
<a name="l00955"></a>00955         <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> ty  = t * axis.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>;     
<a name="l00956"></a>00956         <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> tz  = t * axis.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>;
<a name="l00957"></a>00957 
<a name="l00958"></a>00958         <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> sx  = s * axis.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>;
<a name="l00959"></a>00959         <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> sy  = s * axis.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>;
<a name="l00960"></a>00960         <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> sz  = s * axis.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>;
<a name="l00961"></a>00961         
<a name="l00962"></a>00962         M[0] = (T)(tx * axis.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> + c);
<a name="l00963"></a>00963         M[1] = (T)(tx * axis.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> + sz);
<a name="l00964"></a>00964         M[2] = (T)(tx * axis.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> - sy);
<a name="l00965"></a>00965 
<a name="l00966"></a>00966         M[4] = (T)(ty * axis.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> - sz);
<a name="l00967"></a>00967         M[5] = (T)(ty * axis.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> + c);
<a name="l00968"></a>00968         M[6] = (T)(ty * axis.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> + sx);
<a name="l00969"></a>00969 
<a name="l00970"></a>00970         M[8]  = (T)(tz * axis.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> + sy);
<a name="l00971"></a>00971         M[9]  = (T)(tz * axis.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> - sx);
<a name="l00972"></a>00972         M[10] = (T)(tz * axis.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> + c);
<a name="l00973"></a>00973 
<a name="l00974"></a>00974 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l00975"></a>00975 <span class="preprocessor"></span>        definitelyIdentityMatrix=<span class="keyword">false</span>;
<a name="l00976"></a>00976 <span class="preprocessor">#endif</span>
<a name="l00977"></a>00977 <span class="preprocessor"></span>        <span class="keywordflow">return</span> *<span class="keyword">this</span>;
<a name="l00978"></a>00978     }
<a name="l00979"></a>00979 
<a name="l00980"></a>00980 
<a name="l00983"></a>00983     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l00984"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a45f876ed1aed2c3c98b87fee6d938604">00984</a>     <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a45f876ed1aed2c3c98b87fee6d938604" title="Set matrix to identity.">CMatrix4&lt;T&gt;::makeIdentity</a>()
<a name="l00985"></a>00985     {
<a name="l00986"></a>00986         memset(M, 0, 16*<span class="keyword">sizeof</span>(T));
<a name="l00987"></a>00987         M[0] = M[5] = M[10] = M[15] = (T)1;
<a name="l00988"></a>00988 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l00989"></a>00989 <span class="preprocessor"></span>        definitelyIdentityMatrix=<span class="keyword">true</span>;
<a name="l00990"></a>00990 <span class="preprocessor">#endif</span>
<a name="l00991"></a>00991 <span class="preprocessor"></span>        <span class="keywordflow">return</span> *<span class="keyword">this</span>;
<a name="l00992"></a>00992     }
<a name="l00993"></a>00993 
<a name="l00994"></a>00994 
<a name="l00995"></a>00995     <span class="comment">/*</span>
<a name="l00996"></a>00996 <span class="comment">        check identity with epsilon</span>
<a name="l00997"></a>00997 <span class="comment">        solve floating range problems..</span>
<a name="l00998"></a>00998 <span class="comment">    */</span>
<a name="l00999"></a>00999     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l01000"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a24e7bc5d302f6c0cb11bad0771a40826">01000</a>     <span class="keyword">inline</span> <span class="keywordtype">bool</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a24e7bc5d302f6c0cb11bad0771a40826" title="Returns true if the matrix is the identity matrix.">CMatrix4&lt;T&gt;::isIdentity</a>()<span class="keyword"> const</span>
<a name="l01001"></a>01001 <span class="keyword">    </span>{
<a name="l01002"></a>01002 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l01003"></a>01003 <span class="preprocessor"></span>        <span class="keywordflow">if</span> (definitelyIdentityMatrix)
<a name="l01004"></a>01004             <span class="keywordflow">return</span> <span class="keyword">true</span>;
<a name="l01005"></a>01005 <span class="preprocessor">#endif</span>
<a name="l01006"></a>01006 <span class="preprocessor"></span>        <span class="keywordflow">if</span> (!<a class="code" href="namespaceirr_1_1core.html#abf9b9b140cc365908ea4c8c47451e4e3" title="returns if a equals b, taking possible rounding errors into account">core::equals</a>( M[12], (T)0 ) || !<a class="code" href="namespaceirr_1_1core.html#abf9b9b140cc365908ea4c8c47451e4e3" title="returns if a equals b, taking possible rounding errors into account">core::equals</a>( M[13], (T)0 ) || !<a class="code" href="namespaceirr_1_1core.html#abf9b9b140cc365908ea4c8c47451e4e3" title="returns if a equals b, taking possible rounding errors into account">core::equals</a>( M[14], (T)0 ) || !<a class="code" href="namespaceirr_1_1core.html#abf9b9b140cc365908ea4c8c47451e4e3" title="returns if a equals b, taking possible rounding errors into account">core::equals</a>( M[15], (T)1 ))
<a name="l01007"></a>01007             <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01008"></a>01008 
<a name="l01009"></a>01009         <span class="keywordflow">if</span> (!<a class="code" href="namespaceirr_1_1core.html#abf9b9b140cc365908ea4c8c47451e4e3" title="returns if a equals b, taking possible rounding errors into account">core::equals</a>( M[ 0], (T)1 ) || !<a class="code" href="namespaceirr_1_1core.html#abf9b9b140cc365908ea4c8c47451e4e3" title="returns if a equals b, taking possible rounding errors into account">core::equals</a>( M[ 1], (T)0 ) || !<a class="code" href="namespaceirr_1_1core.html#abf9b9b140cc365908ea4c8c47451e4e3" title="returns if a equals b, taking possible rounding errors into account">core::equals</a>( M[ 2], (T)0 ) || !<a class="code" href="namespaceirr_1_1core.html#abf9b9b140cc365908ea4c8c47451e4e3" title="returns if a equals b, taking possible rounding errors into account">core::equals</a>( M[ 3], (T)0 ))
<a name="l01010"></a>01010             <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01011"></a>01011 
<a name="l01012"></a>01012         <span class="keywordflow">if</span> (!<a class="code" href="namespaceirr_1_1core.html#abf9b9b140cc365908ea4c8c47451e4e3" title="returns if a equals b, taking possible rounding errors into account">core::equals</a>( M[ 4], (T)0 ) || !<a class="code" href="namespaceirr_1_1core.html#abf9b9b140cc365908ea4c8c47451e4e3" title="returns if a equals b, taking possible rounding errors into account">core::equals</a>( M[ 5], (T)1 ) || !<a class="code" href="namespaceirr_1_1core.html#abf9b9b140cc365908ea4c8c47451e4e3" title="returns if a equals b, taking possible rounding errors into account">core::equals</a>( M[ 6], (T)0 ) || !<a class="code" href="namespaceirr_1_1core.html#abf9b9b140cc365908ea4c8c47451e4e3" title="returns if a equals b, taking possible rounding errors into account">core::equals</a>( M[ 7], (T)0 ))
<a name="l01013"></a>01013             <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01014"></a>01014 
<a name="l01015"></a>01015         <span class="keywordflow">if</span> (!<a class="code" href="namespaceirr_1_1core.html#abf9b9b140cc365908ea4c8c47451e4e3" title="returns if a equals b, taking possible rounding errors into account">core::equals</a>( M[ 8], (T)0 ) || !<a class="code" href="namespaceirr_1_1core.html#abf9b9b140cc365908ea4c8c47451e4e3" title="returns if a equals b, taking possible rounding errors into account">core::equals</a>( M[ 9], (T)0 ) || !<a class="code" href="namespaceirr_1_1core.html#abf9b9b140cc365908ea4c8c47451e4e3" title="returns if a equals b, taking possible rounding errors into account">core::equals</a>( M[10], (T)1 ) || !<a class="code" href="namespaceirr_1_1core.html#abf9b9b140cc365908ea4c8c47451e4e3" title="returns if a equals b, taking possible rounding errors into account">core::equals</a>( M[11], (T)0 ))
<a name="l01016"></a>01016             <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01017"></a>01017 <span class="comment">/*</span>
<a name="l01018"></a>01018 <span class="comment">        if (!core::equals( M[ 0], (T)1 ) ||</span>
<a name="l01019"></a>01019 <span class="comment">            !core::equals( M[ 5], (T)1 ) ||</span>
<a name="l01020"></a>01020 <span class="comment">            !core::equals( M[10], (T)1 ) ||</span>
<a name="l01021"></a>01021 <span class="comment">            !core::equals( M[15], (T)1 ))</span>
<a name="l01022"></a>01022 <span class="comment">            return false;</span>
<a name="l01023"></a>01023 <span class="comment"></span>
<a name="l01024"></a>01024 <span class="comment">        for (s32 i=0; i&lt;4; ++i)</span>
<a name="l01025"></a>01025 <span class="comment">            for (s32 j=0; j&lt;4; ++j)</span>
<a name="l01026"></a>01026 <span class="comment">                if ((j != i) &amp;&amp; (!iszero((*this)(i,j))))</span>
<a name="l01027"></a>01027 <span class="comment">                    return false;</span>
<a name="l01028"></a>01028 <span class="comment">*/</span>
<a name="l01029"></a>01029 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l01030"></a>01030 <span class="preprocessor"></span>        definitelyIdentityMatrix=<span class="keyword">true</span>;
<a name="l01031"></a>01031 <span class="preprocessor">#endif</span>
<a name="l01032"></a>01032 <span class="preprocessor"></span>        <span class="keywordflow">return</span> <span class="keyword">true</span>;
<a name="l01033"></a>01033     }
<a name="l01034"></a>01034 
<a name="l01035"></a>01035 
<a name="l01036"></a>01036     <span class="comment">/* Check orthogonality of matrix. */</span>
<a name="l01037"></a>01037     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l01038"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#afc4fe0bdfb771b15eff91264c0ed37f9">01038</a>     <span class="keyword">inline</span> <span class="keywordtype">bool</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#afc4fe0bdfb771b15eff91264c0ed37f9" title="Returns true if the matrix is orthogonal.">CMatrix4&lt;T&gt;::isOrthogonal</a>()<span class="keyword"> const</span>
<a name="l01039"></a>01039 <span class="keyword">    </span>{
<a name="l01040"></a>01040         T dp=M[0] * M[4 ] + M[1] * M[5 ] + M[2 ] * M[6 ] + M[3 ] * M[7 ];
<a name="l01041"></a>01041         <span class="keywordflow">if</span> (!<a class="code" href="namespaceirr_1_1core.html#afc24e6ba26469ec7ca7001ed272dc3b2" title="returns if a equals zero, taking rounding errors into account">iszero</a>(dp))
<a name="l01042"></a>01042             <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01043"></a>01043         dp = M[0] * M[8 ] + M[1] * M[9 ] + M[2 ] * M[10] + M[3 ] * M[11];
<a name="l01044"></a>01044         <span class="keywordflow">if</span> (!<a class="code" href="namespaceirr_1_1core.html#afc24e6ba26469ec7ca7001ed272dc3b2" title="returns if a equals zero, taking rounding errors into account">iszero</a>(dp))
<a name="l01045"></a>01045             <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01046"></a>01046         dp = M[0] * M[12] + M[1] * M[13] + M[2 ] * M[14] + M[3 ] * M[15];
<a name="l01047"></a>01047         <span class="keywordflow">if</span> (!<a class="code" href="namespaceirr_1_1core.html#afc24e6ba26469ec7ca7001ed272dc3b2" title="returns if a equals zero, taking rounding errors into account">iszero</a>(dp))
<a name="l01048"></a>01048             <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01049"></a>01049         dp = M[4] * M[8 ] + M[5] * M[9 ] + M[6 ] * M[10] + M[7 ] * M[11];
<a name="l01050"></a>01050         <span class="keywordflow">if</span> (!<a class="code" href="namespaceirr_1_1core.html#afc24e6ba26469ec7ca7001ed272dc3b2" title="returns if a equals zero, taking rounding errors into account">iszero</a>(dp))
<a name="l01051"></a>01051             <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01052"></a>01052         dp = M[4] * M[12] + M[5] * M[13] + M[6 ] * M[14] + M[7 ] * M[15];
<a name="l01053"></a>01053         <span class="keywordflow">if</span> (!<a class="code" href="namespaceirr_1_1core.html#afc24e6ba26469ec7ca7001ed272dc3b2" title="returns if a equals zero, taking rounding errors into account">iszero</a>(dp))
<a name="l01054"></a>01054             <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01055"></a>01055         dp = M[8] * M[12] + M[9] * M[13] + M[10] * M[14] + M[11] * M[15];
<a name="l01056"></a>01056         <span class="keywordflow">return</span> (<a class="code" href="namespaceirr_1_1core.html#afc24e6ba26469ec7ca7001ed272dc3b2" title="returns if a equals zero, taking rounding errors into account">iszero</a>(dp));
<a name="l01057"></a>01057     }
<a name="l01058"></a>01058 
<a name="l01059"></a>01059 
<a name="l01060"></a>01060     <span class="comment">/*</span>
<a name="l01061"></a>01061 <span class="comment">        doesn&#39;t solve floating range problems..</span>
<a name="l01062"></a>01062 <span class="comment">        but takes care on +/- 0 on translation because we are changing it..</span>
<a name="l01063"></a>01063 <span class="comment">        reducing floating point branches</span>
<a name="l01064"></a>01064 <span class="comment">        but it needs the floats in memory..</span>
<a name="l01065"></a>01065 <span class="comment">    */</span>
<a name="l01066"></a>01066     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l01067"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ab4b515a697bb3749a8e1dd9fc31342bd">01067</a>     <span class="keyword">inline</span> <span class="keywordtype">bool</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ab4b515a697bb3749a8e1dd9fc31342bd" title="Returns true if the matrix is the identity matrix.">CMatrix4&lt;T&gt;::isIdentity_integer_base</a>()<span class="keyword"> const</span>
<a name="l01068"></a>01068 <span class="keyword">    </span>{
<a name="l01069"></a>01069 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l01070"></a>01070 <span class="preprocessor"></span>        <span class="keywordflow">if</span> (definitelyIdentityMatrix)
<a name="l01071"></a>01071             <span class="keywordflow">return</span> <span class="keyword">true</span>;
<a name="l01072"></a>01072 <span class="preprocessor">#endif</span>
<a name="l01073"></a>01073 <span class="preprocessor"></span>        <span class="keywordflow">if</span>(<a class="code" href="namespaceirr_1_1core.html#aff42ea2c4d80cb7b45b71d1f63c6a226">IR</a>(M[0])!=<a class="code" href="irr_math_8h.html#a93465b810662025b38f42244b100fc2e">F32_VALUE_1</a>)   <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01074"></a>01074         <span class="keywordflow">if</span>(<a class="code" href="namespaceirr_1_1core.html#aff42ea2c4d80cb7b45b71d1f63c6a226">IR</a>(M[1])!=0)         <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01075"></a>01075         <span class="keywordflow">if</span>(<a class="code" href="namespaceirr_1_1core.html#aff42ea2c4d80cb7b45b71d1f63c6a226">IR</a>(M[2])!=0)         <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01076"></a>01076         <span class="keywordflow">if</span>(<a class="code" href="namespaceirr_1_1core.html#aff42ea2c4d80cb7b45b71d1f63c6a226">IR</a>(M[3])!=0)         <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01077"></a>01077 
<a name="l01078"></a>01078         <span class="keywordflow">if</span>(<a class="code" href="namespaceirr_1_1core.html#aff42ea2c4d80cb7b45b71d1f63c6a226">IR</a>(M[4])!=0)         <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01079"></a>01079         <span class="keywordflow">if</span>(<a class="code" href="namespaceirr_1_1core.html#aff42ea2c4d80cb7b45b71d1f63c6a226">IR</a>(M[5])!=<a class="code" href="irr_math_8h.html#a93465b810662025b38f42244b100fc2e">F32_VALUE_1</a>)   <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01080"></a>01080         <span class="keywordflow">if</span>(<a class="code" href="namespaceirr_1_1core.html#aff42ea2c4d80cb7b45b71d1f63c6a226">IR</a>(M[6])!=0)         <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01081"></a>01081         <span class="keywordflow">if</span>(<a class="code" href="namespaceirr_1_1core.html#aff42ea2c4d80cb7b45b71d1f63c6a226">IR</a>(M[7])!=0)         <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01082"></a>01082 
<a name="l01083"></a>01083         <span class="keywordflow">if</span>(<a class="code" href="namespaceirr_1_1core.html#aff42ea2c4d80cb7b45b71d1f63c6a226">IR</a>(M[8])!=0)         <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01084"></a>01084         <span class="keywordflow">if</span>(<a class="code" href="namespaceirr_1_1core.html#aff42ea2c4d80cb7b45b71d1f63c6a226">IR</a>(M[9])!=0)         <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01085"></a>01085         <span class="keywordflow">if</span>(<a class="code" href="namespaceirr_1_1core.html#aff42ea2c4d80cb7b45b71d1f63c6a226">IR</a>(M[10])!=<a class="code" href="irr_math_8h.html#a93465b810662025b38f42244b100fc2e">F32_VALUE_1</a>)  <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01086"></a>01086         <span class="keywordflow">if</span>(<a class="code" href="namespaceirr_1_1core.html#aff42ea2c4d80cb7b45b71d1f63c6a226">IR</a>(M[11])!=0)        <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01087"></a>01087 
<a name="l01088"></a>01088         <span class="keywordflow">if</span>(<a class="code" href="namespaceirr_1_1core.html#aff42ea2c4d80cb7b45b71d1f63c6a226">IR</a>(M[12])!=0)        <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01089"></a>01089         <span class="keywordflow">if</span>(<a class="code" href="namespaceirr_1_1core.html#aff42ea2c4d80cb7b45b71d1f63c6a226">IR</a>(M[13])!=0)        <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01090"></a>01090         <span class="keywordflow">if</span>(<a class="code" href="namespaceirr_1_1core.html#aff42ea2c4d80cb7b45b71d1f63c6a226">IR</a>(M[13])!=0)        <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01091"></a>01091         <span class="keywordflow">if</span>(<a class="code" href="namespaceirr_1_1core.html#aff42ea2c4d80cb7b45b71d1f63c6a226">IR</a>(M[15])!=<a class="code" href="irr_math_8h.html#a93465b810662025b38f42244b100fc2e">F32_VALUE_1</a>)  <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01092"></a>01092 
<a name="l01093"></a>01093 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l01094"></a>01094 <span class="preprocessor"></span>        definitelyIdentityMatrix=<span class="keyword">true</span>;
<a name="l01095"></a>01095 <span class="preprocessor">#endif</span>
<a name="l01096"></a>01096 <span class="preprocessor"></span>        <span class="keywordflow">return</span> <span class="keyword">true</span>;
<a name="l01097"></a>01097     }
<a name="l01098"></a>01098 
<a name="l01099"></a>01099 
<a name="l01100"></a>01100     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l01101"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a8abcfbf972b19946c3022db380c6d153">01101</a>     <span class="keyword">inline</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a8abcfbf972b19946c3022db380c6d153" title="Rotate a vector by the rotation part of this matrix.">CMatrix4&lt;T&gt;::rotateVect</a>( <a class="code" href="classirr_1_1core_1_1vector3d.html">vector3df</a>&amp; vect )<span class="keyword"> const</span>
<a name="l01102"></a>01102 <span class="keyword">    </span>{
<a name="l01103"></a>01103         <a class="code" href="classirr_1_1core_1_1vector3d.html">vector3df</a> tmp = vect;
<a name="l01104"></a>01104         vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> = tmp.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>*M[0] + tmp.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>*M[4] + tmp.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>*M[8];
<a name="l01105"></a>01105         vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> = tmp.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>*M[1] + tmp.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>*M[5] + tmp.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>*M[9];
<a name="l01106"></a>01106         vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> = tmp.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>*M[2] + tmp.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>*M[6] + tmp.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>*M[10];
<a name="l01107"></a>01107     }
<a name="l01108"></a>01108 
<a name="l01110"></a>01110     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l01111"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a592d57581118b651a24dc68b17b99ff6">01111</a>     <span class="keyword">inline</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a8abcfbf972b19946c3022db380c6d153" title="Rotate a vector by the rotation part of this matrix.">CMatrix4&lt;T&gt;::rotateVect</a>(<a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>&amp; out, <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>&amp; in)<span class="keyword"> const</span>
<a name="l01112"></a>01112 <span class="keyword">    </span>{
<a name="l01113"></a>01113         out.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> = in.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>*M[0] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>*M[4] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>*M[8];
<a name="l01114"></a>01114         out.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> = in.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>*M[1] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>*M[5] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>*M[9];
<a name="l01115"></a>01115         out.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> = in.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>*M[2] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>*M[6] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>*M[10];
<a name="l01116"></a>01116     }
<a name="l01117"></a>01117 
<a name="l01119"></a>01119     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l01120"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#aa188488f489118e4daafd3b2ebab5119">01120</a>     <span class="keyword">inline</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a8abcfbf972b19946c3022db380c6d153" title="Rotate a vector by the rotation part of this matrix.">CMatrix4&lt;T&gt;::rotateVect</a>(T *out, <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>&amp; in)<span class="keyword"> const</span>
<a name="l01121"></a>01121 <span class="keyword">    </span>{
<a name="l01122"></a>01122         out[0] = in.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>*M[0] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>*M[4] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>*M[8];
<a name="l01123"></a>01123         out[1] = in.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>*M[1] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>*M[5] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>*M[9];
<a name="l01124"></a>01124         out[2] = in.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>*M[2] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>*M[6] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>*M[10];
<a name="l01125"></a>01125     }
<a name="l01126"></a>01126 
<a name="l01127"></a>01127     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l01128"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a7996bee0d3056d6647dc9cc840ed0ad8">01128</a>     <span class="keyword">inline</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a7996bee0d3056d6647dc9cc840ed0ad8" title="Rotate a vector by the inverse of the rotation part of this matrix.">CMatrix4&lt;T&gt;::inverseRotateVect</a>( <a class="code" href="classirr_1_1core_1_1vector3d.html">vector3df</a>&amp; vect )<span class="keyword"> const</span>
<a name="l01129"></a>01129 <span class="keyword">    </span>{
<a name="l01130"></a>01130         <a class="code" href="classirr_1_1core_1_1vector3d.html">vector3df</a> tmp = vect;
<a name="l01131"></a>01131         vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> = tmp.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>*M[0] + tmp.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>*M[1] + tmp.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>*M[2];
<a name="l01132"></a>01132         vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> = tmp.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>*M[4] + tmp.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>*M[5] + tmp.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>*M[6];
<a name="l01133"></a>01133         vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> = tmp.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>*M[8] + tmp.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>*M[9] + tmp.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>*M[10];
<a name="l01134"></a>01134     }
<a name="l01135"></a>01135 
<a name="l01136"></a>01136     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l01137"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#aa6bb8b39114749d70e51bd1b90bce0a1">01137</a>     <span class="keyword">inline</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#aa6bb8b39114749d70e51bd1b90bce0a1" title="Transforms the vector by this matrix.">CMatrix4&lt;T&gt;::transformVect</a>( <a class="code" href="classirr_1_1core_1_1vector3d.html">vector3df</a>&amp; vect)<span class="keyword"> const</span>
<a name="l01138"></a>01138 <span class="keyword">    </span>{
<a name="l01139"></a>01139         <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> vector[3];
<a name="l01140"></a>01140 
<a name="l01141"></a>01141         vector[0] = vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>*M[0] + vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>*M[4] + vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>*M[8] + M[12];
<a name="l01142"></a>01142         vector[1] = vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>*M[1] + vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>*M[5] + vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>*M[9] + M[13];
<a name="l01143"></a>01143         vector[2] = vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>*M[2] + vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>*M[6] + vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>*M[10] + M[14];
<a name="l01144"></a>01144 
<a name="l01145"></a>01145         vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> = vector[0];
<a name="l01146"></a>01146         vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> = vector[1];
<a name="l01147"></a>01147         vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> = vector[2];
<a name="l01148"></a>01148     }
<a name="l01149"></a>01149 
<a name="l01150"></a>01150     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l01151"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a7f630ed6811ab36921c2fe6f63f7f426">01151</a>     <span class="keyword">inline</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#aa6bb8b39114749d70e51bd1b90bce0a1" title="Transforms the vector by this matrix.">CMatrix4&lt;T&gt;::transformVect</a>( <a class="code" href="classirr_1_1core_1_1vector3d.html">vector3df</a>&amp; out, <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">vector3df</a>&amp; in)<span class="keyword"> const</span>
<a name="l01152"></a>01152 <span class="keyword">    </span>{
<a name="l01153"></a>01153         out.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> = in.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>*M[0] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>*M[4] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>*M[8] + M[12];
<a name="l01154"></a>01154         out.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> = in.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>*M[1] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>*M[5] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>*M[9] + M[13];
<a name="l01155"></a>01155         out.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> = in.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>*M[2] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>*M[6] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>*M[10] + M[14];
<a name="l01156"></a>01156     }
<a name="l01157"></a>01157 
<a name="l01158"></a>01158 
<a name="l01159"></a>01159     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l01160"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#aad3d6e0c59e2d5709a534abc2b86dbd3">01160</a>     <span class="keyword">inline</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#aa6bb8b39114749d70e51bd1b90bce0a1" title="Transforms the vector by this matrix.">CMatrix4&lt;T&gt;::transformVect</a>(T *out, <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;in)<span class="keyword"> const</span>
<a name="l01161"></a>01161 <span class="keyword">    </span>{
<a name="l01162"></a>01162         out[0] = in.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>*M[0] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>*M[4] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>*M[8] + M[12];
<a name="l01163"></a>01163         out[1] = in.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>*M[1] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>*M[5] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>*M[9] + M[13];
<a name="l01164"></a>01164         out[2] = in.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>*M[2] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>*M[6] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>*M[10] + M[14];
<a name="l01165"></a>01165         out[3] = in.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>*M[3] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>*M[7] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>*M[11] + M[15];
<a name="l01166"></a>01166     }
<a name="l01167"></a>01167 
<a name="l01168"></a>01168     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l01169"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a82b910d8a4116a7455167dfa62fc4d72">01169</a>     <span class="keyword">inline</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a82b910d8a4116a7455167dfa62fc4d72" title="An alternate transform vector method, reading from and writing to an array of 3 floats.">CMatrix4&lt;T&gt;::transformVec3</a>(T *out, <span class="keyword">const</span> T * in)<span class="keyword"> const</span>
<a name="l01170"></a>01170 <span class="keyword">    </span>{
<a name="l01171"></a>01171         out[0] = in[0]*M[0] + in[1]*M[4] + in[2]*M[8] + M[12];
<a name="l01172"></a>01172         out[1] = in[0]*M[1] + in[1]*M[5] + in[2]*M[9] + M[13];
<a name="l01173"></a>01173         out[2] = in[0]*M[2] + in[1]*M[6] + in[2]*M[10] + M[14];
<a name="l01174"></a>01174     }
<a name="l01175"></a>01175 
<a name="l01176"></a>01176 
<a name="l01178"></a>01178     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l01179"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ac4f0d4156d573d8b73eb51dce76e094e">01179</a>     <span class="keyword">inline</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ac4f0d4156d573d8b73eb51dce76e094e" title="Transforms a plane by this matrix.">CMatrix4&lt;T&gt;::transformPlane</a>( <a class="code" href="classirr_1_1core_1_1plane3d.html">core::plane3d&lt;f32&gt;</a> &amp;plane)<span class="keyword"> const</span>
<a name="l01180"></a>01180 <span class="keyword">    </span>{
<a name="l01181"></a>01181         <a class="code" href="classirr_1_1core_1_1vector3d.html">vector3df</a> member;
<a name="l01182"></a>01182         <span class="comment">// Transform the plane member point, i.e. rotate, translate and scale it.</span>
<a name="l01183"></a>01183         transformVect(member, plane.<a class="code" href="classirr_1_1core_1_1plane3d.html#ae95084f1f1d942d2416aeaef247882fd" title="Gets a member point of the plane.">getMemberPoint</a>());
<a name="l01184"></a>01184 
<a name="l01185"></a>01185         <span class="comment">// Transform the normal by the transposed inverse of the matrix</span>
<a name="l01186"></a>01186         <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a> transposedInverse(*<span class="keyword">this</span>, EM4CONST_INVERSE_TRANSPOSED);
<a name="l01187"></a>01187         <a class="code" href="classirr_1_1core_1_1vector3d.html">vector3df</a> normal = plane.<a class="code" href="classirr_1_1core_1_1plane3d.html#a932ca6e90e55cdceedb4f15ab706b719" title="Normal vector of the plane.">Normal</a>;
<a name="l01188"></a>01188         transposedInverse.transformVect(normal);
<a name="l01189"></a>01189 
<a name="l01190"></a>01190         plane.<a class="code" href="classirr_1_1core_1_1plane3d.html#a74c75911a10cc048c546ca5ea3646232">setPlane</a>(member, normal);
<a name="l01191"></a>01191     }
<a name="l01192"></a>01192 
<a name="l01194"></a>01194     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l01195"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a949042276c2025189cc568c8080d7579">01195</a>     <span class="keyword">inline</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ac4f0d4156d573d8b73eb51dce76e094e" title="Transforms a plane by this matrix.">CMatrix4&lt;T&gt;::transformPlane</a>( <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1plane3d.html">core::plane3d&lt;f32&gt;</a> &amp;in, <a class="code" href="classirr_1_1core_1_1plane3d.html">core::plane3d&lt;f32&gt;</a> &amp;out)<span class="keyword"> const</span>
<a name="l01196"></a>01196 <span class="keyword">    </span>{
<a name="l01197"></a>01197         out = in;
<a name="l01198"></a>01198         transformPlane( out );
<a name="l01199"></a>01199     }
<a name="l01200"></a>01200 
<a name="l01204"></a>01204     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l01205"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#abc1f9e77f36b71f14ad9fd31bbce5680">01205</a>     <a class="code" href="irr_types_8h.html#ab68eafeefba066eff1f12c7d78f14814" title="Defines a deprecated macro which generates a warning at compile time.">_IRR_DEPRECATED_</a> <span class="keyword">inline</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#abc1f9e77f36b71f14ad9fd31bbce5680" title="Transforms a axis aligned bounding box.">CMatrix4&lt;T&gt;::transformBox</a>(<a class="code" href="classirr_1_1core_1_1aabbox3d.html">core::aabbox3d&lt;f32&gt;</a>&amp; box)<span class="keyword"> const</span>
<a name="l01206"></a>01206 <span class="keyword">    </span>{
<a name="l01207"></a>01207 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l01208"></a>01208 <span class="preprocessor"></span>        <span class="keywordflow">if</span> (isIdentity())
<a name="l01209"></a>01209             <span class="keywordflow">return</span>;
<a name="l01210"></a>01210 <span class="preprocessor">#endif</span>
<a name="l01211"></a>01211 <span class="preprocessor"></span>
<a name="l01212"></a>01212         transformVect(box.<a class="code" href="classirr_1_1core_1_1aabbox3d.html#a7501c7df834939fa25e5f70b8527e7b5" title="The near edge.">MinEdge</a>);
<a name="l01213"></a>01213         transformVect(box.<a class="code" href="classirr_1_1core_1_1aabbox3d.html#a5aad7217e8189f09dde3ec4a69e4ac92" title="The far edge.">MaxEdge</a>);
<a name="l01214"></a>01214         box.<a class="code" href="classirr_1_1core_1_1aabbox3d.html#a904b14e6b6a99187820a7407b5d7cf23" title="Repairs the box.">repair</a>();
<a name="l01215"></a>01215     }
<a name="l01216"></a>01216 
<a name="l01218"></a>01218     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l01219"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a87451aea9c07b71d1a8b6091b8cefa63">01219</a>     <span class="keyword">inline</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a87451aea9c07b71d1a8b6091b8cefa63" title="Transforms a axis aligned bounding box.">CMatrix4&lt;T&gt;::transformBoxEx</a>(<a class="code" href="classirr_1_1core_1_1aabbox3d.html">core::aabbox3d&lt;f32&gt;</a>&amp; box)<span class="keyword"> const</span>
<a name="l01220"></a>01220 <span class="keyword">    </span>{
<a name="l01221"></a>01221 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l01222"></a>01222 <span class="preprocessor"></span>        <span class="keywordflow">if</span> (isIdentity())
<a name="l01223"></a>01223             <span class="keywordflow">return</span>;
<a name="l01224"></a>01224 <span class="preprocessor">#endif</span>
<a name="l01225"></a>01225 <span class="preprocessor"></span>
<a name="l01226"></a>01226         <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> Amin[3] = {box.<a class="code" href="classirr_1_1core_1_1aabbox3d.html#a7501c7df834939fa25e5f70b8527e7b5" title="The near edge.">MinEdge</a>.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>, box.<a class="code" href="classirr_1_1core_1_1aabbox3d.html#a7501c7df834939fa25e5f70b8527e7b5" title="The near edge.">MinEdge</a>.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>, box.<a class="code" href="classirr_1_1core_1_1aabbox3d.html#a7501c7df834939fa25e5f70b8527e7b5" title="The near edge.">MinEdge</a>.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>};
<a name="l01227"></a>01227         <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> Amax[3] = {box.<a class="code" href="classirr_1_1core_1_1aabbox3d.html#a5aad7217e8189f09dde3ec4a69e4ac92" title="The far edge.">MaxEdge</a>.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>, box.<a class="code" href="classirr_1_1core_1_1aabbox3d.html#a5aad7217e8189f09dde3ec4a69e4ac92" title="The far edge.">MaxEdge</a>.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>, box.<a class="code" href="classirr_1_1core_1_1aabbox3d.html#a5aad7217e8189f09dde3ec4a69e4ac92" title="The far edge.">MaxEdge</a>.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>};
<a name="l01228"></a>01228 
<a name="l01229"></a>01229         <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> Bmin[3];
<a name="l01230"></a>01230         <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> Bmax[3];
<a name="l01231"></a>01231 
<a name="l01232"></a>01232         Bmin[0] = Bmax[0] = M[12];
<a name="l01233"></a>01233         Bmin[1] = Bmax[1] = M[13];
<a name="l01234"></a>01234         Bmin[2] = Bmax[2] = M[14];
<a name="l01235"></a>01235 
<a name="l01236"></a>01236         <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a> &amp;m = *<span class="keyword">this</span>;
<a name="l01237"></a>01237 
<a name="l01238"></a>01238         <span class="keywordflow">for</span> (<a class="code" href="namespaceirr.html#a0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> i = 0; i &lt; 3; ++i)
<a name="l01239"></a>01239         {
<a name="l01240"></a>01240             <span class="keywordflow">for</span> (<a class="code" href="namespaceirr.html#a0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> j = 0; j &lt; 3; ++j)
<a name="l01241"></a>01241             {
<a name="l01242"></a>01242                 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> a = m(j,i) * Amin[j];
<a name="l01243"></a>01243                 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> b = m(j,i) * Amax[j];
<a name="l01244"></a>01244 
<a name="l01245"></a>01245                 <span class="keywordflow">if</span> (a &lt; b)
<a name="l01246"></a>01246                 {
<a name="l01247"></a>01247                     Bmin[i] += a;
<a name="l01248"></a>01248                     Bmax[i] += b;
<a name="l01249"></a>01249                 }
<a name="l01250"></a>01250                 <span class="keywordflow">else</span>
<a name="l01251"></a>01251                 {
<a name="l01252"></a>01252                     Bmin[i] += b;
<a name="l01253"></a>01253                     Bmax[i] += a;
<a name="l01254"></a>01254                 }
<a name="l01255"></a>01255             }
<a name="l01256"></a>01256         }
<a name="l01257"></a>01257 
<a name="l01258"></a>01258         box.<a class="code" href="classirr_1_1core_1_1aabbox3d.html#a7501c7df834939fa25e5f70b8527e7b5" title="The near edge.">MinEdge</a>.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> = Bmin[0];
<a name="l01259"></a>01259         box.<a class="code" href="classirr_1_1core_1_1aabbox3d.html#a7501c7df834939fa25e5f70b8527e7b5" title="The near edge.">MinEdge</a>.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> = Bmin[1];
<a name="l01260"></a>01260         box.<a class="code" href="classirr_1_1core_1_1aabbox3d.html#a7501c7df834939fa25e5f70b8527e7b5" title="The near edge.">MinEdge</a>.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> = Bmin[2];
<a name="l01261"></a>01261 
<a name="l01262"></a>01262         box.<a class="code" href="classirr_1_1core_1_1aabbox3d.html#a5aad7217e8189f09dde3ec4a69e4ac92" title="The far edge.">MaxEdge</a>.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> = Bmax[0];
<a name="l01263"></a>01263         box.<a class="code" href="classirr_1_1core_1_1aabbox3d.html#a5aad7217e8189f09dde3ec4a69e4ac92" title="The far edge.">MaxEdge</a>.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> = Bmax[1];
<a name="l01264"></a>01264         box.<a class="code" href="classirr_1_1core_1_1aabbox3d.html#a5aad7217e8189f09dde3ec4a69e4ac92" title="The far edge.">MaxEdge</a>.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> = Bmax[2];
<a name="l01265"></a>01265     }
<a name="l01266"></a>01266 
<a name="l01267"></a>01267 
<a name="l01269"></a>01269     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l01270"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a1e1f04cdf57dc76be2875427498a0d62">01270</a>     <span class="keyword">inline</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a1e1f04cdf57dc76be2875427498a0d62" title="Multiplies this matrix by a 1x4 matrix.">CMatrix4&lt;T&gt;::multiplyWith1x4Matrix</a>(T* matrix)<span class="keyword"> const</span>
<a name="l01271"></a>01271 <span class="keyword">    </span>{
<a name="l01272"></a>01272         <span class="comment">/*</span>
<a name="l01273"></a>01273 <span class="comment">        0  1  2  3</span>
<a name="l01274"></a>01274 <span class="comment">        4  5  6  7</span>
<a name="l01275"></a>01275 <span class="comment">        8  9  10 11</span>
<a name="l01276"></a>01276 <span class="comment">        12 13 14 15</span>
<a name="l01277"></a>01277 <span class="comment">        */</span>
<a name="l01278"></a>01278 
<a name="l01279"></a>01279         T mat[4];
<a name="l01280"></a>01280         mat[0] = matrix[0];
<a name="l01281"></a>01281         mat[1] = matrix[1];
<a name="l01282"></a>01282         mat[2] = matrix[2];
<a name="l01283"></a>01283         mat[3] = matrix[3];
<a name="l01284"></a>01284 
<a name="l01285"></a>01285         matrix[0] = M[0]*mat[0] + M[4]*mat[1] + M[8]*mat[2] + M[12]*mat[3];
<a name="l01286"></a>01286         matrix[1] = M[1]*mat[0] + M[5]*mat[1] + M[9]*mat[2] + M[13]*mat[3];
<a name="l01287"></a>01287         matrix[2] = M[2]*mat[0] + M[6]*mat[1] + M[10]*mat[2] + M[14]*mat[3];
<a name="l01288"></a>01288         matrix[3] = M[3]*mat[0] + M[7]*mat[1] + M[11]*mat[2] + M[15]*mat[3];
<a name="l01289"></a>01289     }
<a name="l01290"></a>01290 
<a name="l01291"></a>01291     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l01292"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a83bf069639e0538f047041ae51042907">01292</a>     <span class="keyword">inline</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a83bf069639e0538f047041ae51042907" title="Translate a vector by the inverse of the translation part of this matrix.">CMatrix4&lt;T&gt;::inverseTranslateVect</a>( <a class="code" href="classirr_1_1core_1_1vector3d.html">vector3df</a>&amp; vect )<span class="keyword"> const</span>
<a name="l01293"></a>01293 <span class="keyword">    </span>{
<a name="l01294"></a>01294         vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> = vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>-M[12];
<a name="l01295"></a>01295         vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> = vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>-M[13];
<a name="l01296"></a>01296         vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> = vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>-M[14];
<a name="l01297"></a>01297     }
<a name="l01298"></a>01298 
<a name="l01299"></a>01299     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l01300"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a587cb77fd7de7a13771c96a90c4f3de0">01300</a>     <span class="keyword">inline</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a587cb77fd7de7a13771c96a90c4f3de0" title="Translate a vector by the translation part of this matrix.">CMatrix4&lt;T&gt;::translateVect</a>( <a class="code" href="classirr_1_1core_1_1vector3d.html">vector3df</a>&amp; vect )<span class="keyword"> const</span>
<a name="l01301"></a>01301 <span class="keyword">    </span>{
<a name="l01302"></a>01302         vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> = vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>+M[12];
<a name="l01303"></a>01303         vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> = vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>+M[13];
<a name="l01304"></a>01304         vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> = vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>+M[14];
<a name="l01305"></a>01305     }
<a name="l01306"></a>01306 
<a name="l01307"></a>01307 
<a name="l01308"></a>01308     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l01309"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a33c110cd75fdddb840a990ab52f10900">01309</a>     <span class="keyword">inline</span> <span class="keywordtype">bool</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a33c110cd75fdddb840a990ab52f10900" title="Gets the inversed matrix of this one.">CMatrix4&lt;T&gt;::getInverse</a>(<a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; out)<span class="keyword"> const</span>
<a name="l01310"></a>01310 <span class="keyword">    </span>{
<a name="l01314"></a>01314 
<a name="l01315"></a>01315 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l01316"></a>01316 <span class="preprocessor"></span>        <span class="keywordflow">if</span> ( this-&gt;isIdentity() )
<a name="l01317"></a>01317         {
<a name="l01318"></a>01318             out=*<span class="keyword">this</span>;
<a name="l01319"></a>01319             <span class="keywordflow">return</span> <span class="keyword">true</span>;
<a name="l01320"></a>01320         }
<a name="l01321"></a>01321 <span class="preprocessor">#endif</span>
<a name="l01322"></a>01322 <span class="preprocessor"></span>        <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a> &amp;m = *<span class="keyword">this</span>;
<a name="l01323"></a>01323 
<a name="l01324"></a>01324         <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> d = (m(0, 0) * m(1, 1) - m(0, 1) * m(1, 0)) * (m(2, 2) * m(3, 3) - m(2, 3) * m(3, 2)) -
<a name="l01325"></a>01325             (m(0, 0) * m(1, 2) - m(0, 2) * m(1, 0)) * (m(2, 1) * m(3, 3) - m(2, 3) * m(3, 1)) +
<a name="l01326"></a>01326             (m(0, 0) * m(1, 3) - m(0, 3) * m(1, 0)) * (m(2, 1) * m(3, 2) - m(2, 2) * m(3, 1)) +
<a name="l01327"></a>01327             (m(0, 1) * m(1, 2) - m(0, 2) * m(1, 1)) * (m(2, 0) * m(3, 3) - m(2, 3) * m(3, 0)) -
<a name="l01328"></a>01328             (m(0, 1) * m(1, 3) - m(0, 3) * m(1, 1)) * (m(2, 0) * m(3, 2) - m(2, 2) * m(3, 0)) +
<a name="l01329"></a>01329             (m(0, 2) * m(1, 3) - m(0, 3) * m(1, 2)) * (m(2, 0) * m(3, 1) - m(2, 1) * m(3, 0));
<a name="l01330"></a>01330 
<a name="l01331"></a>01331         <span class="keywordflow">if</span>( <a class="code" href="namespaceirr_1_1core.html#afc24e6ba26469ec7ca7001ed272dc3b2" title="returns if a equals zero, taking rounding errors into account">core::iszero</a> ( d, <a class="code" href="irr_math_8h.html#a890322b63a2fab56b8ff916c08368df6">FLT_MIN</a> ) )
<a name="l01332"></a>01332             <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01333"></a>01333 
<a name="l01334"></a>01334         d = <a class="code" href="namespaceirr_1_1core.html#aa01390f49052dfe07e16ee6c5233f4eb">core::reciprocal</a> ( d );
<a name="l01335"></a>01335 
<a name="l01336"></a>01336         out(0, 0) = d * (m(1, 1) * (m(2, 2) * m(3, 3) - m(2, 3) * m(3, 2)) +
<a name="l01337"></a>01337                 m(1, 2) * (m(2, 3) * m(3, 1) - m(2, 1) * m(3, 3)) +
<a name="l01338"></a>01338                 m(1, 3) * (m(2, 1) * m(3, 2) - m(2, 2) * m(3, 1)));
<a name="l01339"></a>01339         out(0, 1) = d * (m(2, 1) * (m(0, 2) * m(3, 3) - m(0, 3) * m(3, 2)) +
<a name="l01340"></a>01340                 m(2, 2) * (m(0, 3) * m(3, 1) - m(0, 1) * m(3, 3)) +
<a name="l01341"></a>01341                 m(2, 3) * (m(0, 1) * m(3, 2) - m(0, 2) * m(3, 1)));
<a name="l01342"></a>01342         out(0, 2) = d * (m(3, 1) * (m(0, 2) * m(1, 3) - m(0, 3) * m(1, 2)) +
<a name="l01343"></a>01343                 m(3, 2) * (m(0, 3) * m(1, 1) - m(0, 1) * m(1, 3)) +
<a name="l01344"></a>01344                 m(3, 3) * (m(0, 1) * m(1, 2) - m(0, 2) * m(1, 1)));
<a name="l01345"></a>01345         out(0, 3) = d * (m(0, 1) * (m(1, 3) * m(2, 2) - m(1, 2) * m(2, 3)) +
<a name="l01346"></a>01346                 m(0, 2) * (m(1, 1) * m(2, 3) - m(1, 3) * m(2, 1)) +
<a name="l01347"></a>01347                 m(0, 3) * (m(1, 2) * m(2, 1) - m(1, 1) * m(2, 2)));
<a name="l01348"></a>01348         out(1, 0) = d * (m(1, 2) * (m(2, 0) * m(3, 3) - m(2, 3) * m(3, 0)) +
<a name="l01349"></a>01349                 m(1, 3) * (m(2, 2) * m(3, 0) - m(2, 0) * m(3, 2)) +
<a name="l01350"></a>01350                 m(1, 0) * (m(2, 3) * m(3, 2) - m(2, 2) * m(3, 3)));
<a name="l01351"></a>01351         out(1, 1) = d * (m(2, 2) * (m(0, 0) * m(3, 3) - m(0, 3) * m(3, 0)) +
<a name="l01352"></a>01352                 m(2, 3) * (m(0, 2) * m(3, 0) - m(0, 0) * m(3, 2)) +
<a name="l01353"></a>01353                 m(2, 0) * (m(0, 3) * m(3, 2) - m(0, 2) * m(3, 3)));
<a name="l01354"></a>01354         out(1, 2) = d * (m(3, 2) * (m(0, 0) * m(1, 3) - m(0, 3) * m(1, 0)) +
<a name="l01355"></a>01355                 m(3, 3) * (m(0, 2) * m(1, 0) - m(0, 0) * m(1, 2)) +
<a name="l01356"></a>01356                 m(3, 0) * (m(0, 3) * m(1, 2) - m(0, 2) * m(1, 3)));
<a name="l01357"></a>01357         out(1, 3) = d * (m(0, 2) * (m(1, 3) * m(2, 0) - m(1, 0) * m(2, 3)) +
<a name="l01358"></a>01358                 m(0, 3) * (m(1, 0) * m(2, 2) - m(1, 2) * m(2, 0)) +
<a name="l01359"></a>01359                 m(0, 0) * (m(1, 2) * m(2, 3) - m(1, 3) * m(2, 2)));
<a name="l01360"></a>01360         out(2, 0) = d * (m(1, 3) * (m(2, 0) * m(3, 1) - m(2, 1) * m(3, 0)) +
<a name="l01361"></a>01361                 m(1, 0) * (m(2, 1) * m(3, 3) - m(2, 3) * m(3, 1)) +
<a name="l01362"></a>01362                 m(1, 1) * (m(2, 3) * m(3, 0) - m(2, 0) * m(3, 3)));
<a name="l01363"></a>01363         out(2, 1) = d * (m(2, 3) * (m(0, 0) * m(3, 1) - m(0, 1) * m(3, 0)) +
<a name="l01364"></a>01364                 m(2, 0) * (m(0, 1) * m(3, 3) - m(0, 3) * m(3, 1)) +
<a name="l01365"></a>01365                 m(2, 1) * (m(0, 3) * m(3, 0) - m(0, 0) * m(3, 3)));
<a name="l01366"></a>01366         out(2, 2) = d * (m(3, 3) * (m(0, 0) * m(1, 1) - m(0, 1) * m(1, 0)) +
<a name="l01367"></a>01367                 m(3, 0) * (m(0, 1) * m(1, 3) - m(0, 3) * m(1, 1)) +
<a name="l01368"></a>01368                 m(3, 1) * (m(0, 3) * m(1, 0) - m(0, 0) * m(1, 3)));
<a name="l01369"></a>01369         out(2, 3) = d * (m(0, 3) * (m(1, 1) * m(2, 0) - m(1, 0) * m(2, 1)) +
<a name="l01370"></a>01370                 m(0, 0) * (m(1, 3) * m(2, 1) - m(1, 1) * m(2, 3)) +
<a name="l01371"></a>01371                 m(0, 1) * (m(1, 0) * m(2, 3) - m(1, 3) * m(2, 0)));
<a name="l01372"></a>01372         out(3, 0) = d * (m(1, 0) * (m(2, 2) * m(3, 1) - m(2, 1) * m(3, 2)) +
<a name="l01373"></a>01373                 m(1, 1) * (m(2, 0) * m(3, 2) - m(2, 2) * m(3, 0)) +
<a name="l01374"></a>01374                 m(1, 2) * (m(2, 1) * m(3, 0) - m(2, 0) * m(3, 1)));
<a name="l01375"></a>01375         out(3, 1) = d * (m(2, 0) * (m(0, 2) * m(3, 1) - m(0, 1) * m(3, 2)) +
<a name="l01376"></a>01376                 m(2, 1) * (m(0, 0) * m(3, 2) - m(0, 2) * m(3, 0)) +
<a name="l01377"></a>01377                 m(2, 2) * (m(0, 1) * m(3, 0) - m(0, 0) * m(3, 1)));
<a name="l01378"></a>01378         out(3, 2) = d * (m(3, 0) * (m(0, 2) * m(1, 1) - m(0, 1) * m(1, 2)) +
<a name="l01379"></a>01379                 m(3, 1) * (m(0, 0) * m(1, 2) - m(0, 2) * m(1, 0)) +
<a name="l01380"></a>01380                 m(3, 2) * (m(0, 1) * m(1, 0) - m(0, 0) * m(1, 1)));
<a name="l01381"></a>01381         out(3, 3) = d * (m(0, 0) * (m(1, 1) * m(2, 2) - m(1, 2) * m(2, 1)) +
<a name="l01382"></a>01382                 m(0, 1) * (m(1, 2) * m(2, 0) - m(1, 0) * m(2, 2)) +
<a name="l01383"></a>01383                 m(0, 2) * (m(1, 0) * m(2, 1) - m(1, 1) * m(2, 0)));
<a name="l01384"></a>01384 
<a name="l01385"></a>01385 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l01386"></a>01386 <span class="preprocessor"></span>        out.definitelyIdentityMatrix = definitelyIdentityMatrix;
<a name="l01387"></a>01387 <span class="preprocessor">#endif</span>
<a name="l01388"></a>01388 <span class="preprocessor"></span>        <span class="keywordflow">return</span> <span class="keyword">true</span>;
<a name="l01389"></a>01389     }
<a name="l01390"></a>01390 
<a name="l01391"></a>01391 
<a name="l01394"></a>01394     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l01395"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#af8c024c494998296fc7ed63603d7cb62">01395</a>     <span class="keyword">inline</span> <span class="keywordtype">bool</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#af8c024c494998296fc7ed63603d7cb62" title="Inverts a primitive matrix which only contains a translation and a rotation.">CMatrix4&lt;T&gt;::getInversePrimitive</a> ( <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; out )<span class="keyword"> const</span>
<a name="l01396"></a>01396 <span class="keyword">    </span>{
<a name="l01397"></a>01397         out.M[0 ] = M[0];
<a name="l01398"></a>01398         out.M[1 ] = M[4];
<a name="l01399"></a>01399         out.M[2 ] = M[8];
<a name="l01400"></a>01400         out.M[3 ] = 0;
<a name="l01401"></a>01401 
<a name="l01402"></a>01402         out.M[4 ] = M[1];
<a name="l01403"></a>01403         out.M[5 ] = M[5];
<a name="l01404"></a>01404         out.M[6 ] = M[9];
<a name="l01405"></a>01405         out.M[7 ] = 0;
<a name="l01406"></a>01406 
<a name="l01407"></a>01407         out.M[8 ] = M[2];
<a name="l01408"></a>01408         out.M[9 ] = M[6];
<a name="l01409"></a>01409         out.M[10] = M[10];
<a name="l01410"></a>01410         out.M[11] = 0;
<a name="l01411"></a>01411 
<a name="l01412"></a>01412         out.M[12] = (T)-(M[12]*M[0] + M[13]*M[1] + M[14]*M[2]);
<a name="l01413"></a>01413         out.M[13] = (T)-(M[12]*M[4] + M[13]*M[5] + M[14]*M[6]);
<a name="l01414"></a>01414         out.M[14] = (T)-(M[12]*M[8] + M[13]*M[9] + M[14]*M[10]);
<a name="l01415"></a>01415         out.M[15] = 1;
<a name="l01416"></a>01416 
<a name="l01417"></a>01417 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l01418"></a>01418 <span class="preprocessor"></span>        out.definitelyIdentityMatrix = definitelyIdentityMatrix;
<a name="l01419"></a>01419 <span class="preprocessor">#endif</span>
<a name="l01420"></a>01420 <span class="preprocessor"></span>        <span class="keywordflow">return</span> <span class="keyword">true</span>;
<a name="l01421"></a>01421     }
<a name="l01422"></a>01422 
<a name="l01425"></a>01425     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l01426"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a3fbface2cb6b959af64f82a5bb17540e">01426</a>     <span class="keyword">inline</span> <span class="keywordtype">bool</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a3fbface2cb6b959af64f82a5bb17540e" title="Calculates inverse of matrix. Slow.">CMatrix4&lt;T&gt;::makeInverse</a>()
<a name="l01427"></a>01427     {
<a name="l01428"></a>01428 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l01429"></a>01429 <span class="preprocessor"></span>        <span class="keywordflow">if</span> (definitelyIdentityMatrix)
<a name="l01430"></a>01430             <span class="keywordflow">return</span> <span class="keyword">true</span>;
<a name="l01431"></a>01431 <span class="preprocessor">#endif</span>
<a name="l01432"></a>01432 <span class="preprocessor"></span>        <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a> temp ( EM4CONST_NOTHING );
<a name="l01433"></a>01433 
<a name="l01434"></a>01434         <span class="keywordflow">if</span> (getInverse(temp))
<a name="l01435"></a>01435         {
<a name="l01436"></a>01436             *<span class="keyword">this</span> = temp;
<a name="l01437"></a>01437             <span class="keywordflow">return</span> <span class="keyword">true</span>;
<a name="l01438"></a>01438         }
<a name="l01439"></a>01439 
<a name="l01440"></a>01440         <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01441"></a>01441     }
<a name="l01442"></a>01442 
<a name="l01443"></a>01443 
<a name="l01444"></a>01444     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l01445"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a47571eb3acae9a6aa330a03edcea7896">01445</a>     <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a47571eb3acae9a6aa330a03edcea7896" title="Sets this matrix equal to the other matrix.">CMatrix4&lt;T&gt;::operator=</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a> &amp;other)
<a name="l01446"></a>01446     {
<a name="l01447"></a>01447         <span class="keywordflow">if</span> (<span class="keyword">this</span>==&amp;other)
<a name="l01448"></a>01448             <span class="keywordflow">return</span> *<span class="keyword">this</span>;
<a name="l01449"></a>01449         memcpy(M, other.M, 16*<span class="keyword">sizeof</span>(T));
<a name="l01450"></a>01450 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l01451"></a>01451 <span class="preprocessor"></span>        definitelyIdentityMatrix=other.definitelyIdentityMatrix;
<a name="l01452"></a>01452 <span class="preprocessor">#endif</span>
<a name="l01453"></a>01453 <span class="preprocessor"></span>        <span class="keywordflow">return</span> *<span class="keyword">this</span>;
<a name="l01454"></a>01454     }
<a name="l01455"></a>01455 
<a name="l01456"></a>01456 
<a name="l01457"></a>01457     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l01458"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#aa77c0ec30f4e42f7281392440898e9e3">01458</a>     <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a47571eb3acae9a6aa330a03edcea7896" title="Sets this matrix equal to the other matrix.">CMatrix4&lt;T&gt;::operator=</a>(<span class="keyword">const</span> T&amp; scalar)
<a name="l01459"></a>01459     {
<a name="l01460"></a>01460         <span class="keywordflow">for</span> (<a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> i = 0; i &lt; 16; ++i)
<a name="l01461"></a>01461             M[i]=scalar;
<a name="l01462"></a>01462 
<a name="l01463"></a>01463 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l01464"></a>01464 <span class="preprocessor"></span>        definitelyIdentityMatrix=<span class="keyword">false</span>;
<a name="l01465"></a>01465 <span class="preprocessor">#endif</span>
<a name="l01466"></a>01466 <span class="preprocessor"></span>        <span class="keywordflow">return</span> *<span class="keyword">this</span>;
<a name="l01467"></a>01467     }
<a name="l01468"></a>01468 
<a name="l01469"></a>01469 
<a name="l01470"></a>01470     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l01471"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a81029252a2a83ef4647f5d8a02cf62b5">01471</a>     <span class="keyword">inline</span> <span class="keywordtype">bool</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a81029252a2a83ef4647f5d8a02cf62b5" title="Returns true if other matrix is equal to this matrix.">CMatrix4&lt;T&gt;::operator==</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a> &amp;other)<span class="keyword"> const</span>
<a name="l01472"></a>01472 <span class="keyword">    </span>{
<a name="l01473"></a>01473 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l01474"></a>01474 <span class="preprocessor"></span>        <span class="keywordflow">if</span> (definitelyIdentityMatrix &amp;&amp; other.definitelyIdentityMatrix)
<a name="l01475"></a>01475             <span class="keywordflow">return</span> <span class="keyword">true</span>;
<a name="l01476"></a>01476 <span class="preprocessor">#endif</span>
<a name="l01477"></a>01477 <span class="preprocessor"></span>        <span class="keywordflow">for</span> (<a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> i = 0; i &lt; 16; ++i)
<a name="l01478"></a>01478             <span class="keywordflow">if</span> (M[i] != other.M[i])
<a name="l01479"></a>01479                 <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01480"></a>01480 
<a name="l01481"></a>01481         <span class="keywordflow">return</span> <span class="keyword">true</span>;
<a name="l01482"></a>01482     }
<a name="l01483"></a>01483 
<a name="l01484"></a>01484 
<a name="l01485"></a>01485     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l01486"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a99b4c127f31033b5f7314b98164b99ed">01486</a>     <span class="keyword">inline</span> <span class="keywordtype">bool</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a99b4c127f31033b5f7314b98164b99ed" title="Returns true if other matrix is not equal to this matrix.">CMatrix4&lt;T&gt;::operator!=</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a> &amp;other)<span class="keyword"> const</span>
<a name="l01487"></a>01487 <span class="keyword">    </span>{
<a name="l01488"></a>01488         <span class="keywordflow">return</span> !(*<span class="keyword">this</span> == other);
<a name="l01489"></a>01489     }
<a name="l01490"></a>01490 
<a name="l01491"></a>01491 
<a name="l01492"></a>01492     <span class="comment">// Builds a right-handed perspective projection matrix based on a field of view</span>
<a name="l01493"></a>01493     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l01494"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a5bea6c6f5479720841cea61651e35879">01494</a>     <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a5bea6c6f5479720841cea61651e35879" title="Builds a right-handed perspective projection matrix based on a field of view.">CMatrix4&lt;T&gt;::buildProjectionMatrixPerspectiveFovRH</a>(
<a name="l01495"></a>01495             <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> fieldOfViewRadians, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> aspectRatio, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zNear, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zFar)
<a name="l01496"></a>01496     {
<a name="l01497"></a>01497         <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> h = <a class="code" href="namespaceirr_1_1core.html#aa01390f49052dfe07e16ee6c5233f4eb">reciprocal</a>(tan(fieldOfViewRadians*0.5));
<a name="l01498"></a>01498         <a class="code" href="irr_types_8h.html#a12f3b5fd18ca108f90c5c74db602267e" title="define a break macro for debugging.">_IRR_DEBUG_BREAK_IF</a>(aspectRatio==0.f); <span class="comment">//divide by zero</span>
<a name="l01499"></a>01499         <span class="keyword">const</span> T w = <span class="keyword">static_cast&lt;</span>T<span class="keyword">&gt;</span>(h / aspectRatio);
<a name="l01500"></a>01500 
<a name="l01501"></a>01501         <a class="code" href="irr_types_8h.html#a12f3b5fd18ca108f90c5c74db602267e" title="define a break macro for debugging.">_IRR_DEBUG_BREAK_IF</a>(zNear==zFar); <span class="comment">//divide by zero</span>
<a name="l01502"></a>01502         M[0] = w;
<a name="l01503"></a>01503         M[1] = 0;
<a name="l01504"></a>01504         M[2] = 0;
<a name="l01505"></a>01505         M[3] = 0;
<a name="l01506"></a>01506 
<a name="l01507"></a>01507         M[4] = 0;
<a name="l01508"></a>01508         M[5] = (T)h;
<a name="l01509"></a>01509         M[6] = 0;
<a name="l01510"></a>01510         M[7] = 0;
<a name="l01511"></a>01511 
<a name="l01512"></a>01512         M[8] = 0;
<a name="l01513"></a>01513         M[9] = 0;
<a name="l01514"></a>01514         M[10] = (T)(zFar/(zNear-zFar)); <span class="comment">// DirectX version</span>
<a name="l01515"></a>01515 <span class="comment">//      M[10] = (T)(zFar+zNear/(zNear-zFar)); // OpenGL version</span>
<a name="l01516"></a>01516         M[11] = -1;
<a name="l01517"></a>01517 
<a name="l01518"></a>01518         M[12] = 0;
<a name="l01519"></a>01519         M[13] = 0;
<a name="l01520"></a>01520         M[14] = (T)(zNear*zFar/(zNear-zFar)); <span class="comment">// DirectX version</span>
<a name="l01521"></a>01521 <span class="comment">//      M[14] = (T)(2.0f*zNear*zFar/(zNear-zFar)); // OpenGL version</span>
<a name="l01522"></a>01522         M[15] = 0;
<a name="l01523"></a>01523 
<a name="l01524"></a>01524 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l01525"></a>01525 <span class="preprocessor"></span>        definitelyIdentityMatrix=<span class="keyword">false</span>;
<a name="l01526"></a>01526 <span class="preprocessor">#endif</span>
<a name="l01527"></a>01527 <span class="preprocessor"></span>        <span class="keywordflow">return</span> *<span class="keyword">this</span>;
<a name="l01528"></a>01528     }
<a name="l01529"></a>01529 
<a name="l01530"></a>01530 
<a name="l01531"></a>01531     <span class="comment">// Builds a left-handed perspective projection matrix based on a field of view</span>
<a name="l01532"></a>01532     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l01533"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a1895b967a8f8c9d7ad90fe5434f2499f">01533</a>     <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a1895b967a8f8c9d7ad90fe5434f2499f" title="Builds a left-handed perspective projection matrix based on a field of view.">CMatrix4&lt;T&gt;::buildProjectionMatrixPerspectiveFovLH</a>(
<a name="l01534"></a>01534             <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> fieldOfViewRadians, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> aspectRatio, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zNear, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zFar)
<a name="l01535"></a>01535     {
<a name="l01536"></a>01536         <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> h = <a class="code" href="namespaceirr_1_1core.html#aa01390f49052dfe07e16ee6c5233f4eb">reciprocal</a>(tan(fieldOfViewRadians*0.5));
<a name="l01537"></a>01537         <a class="code" href="irr_types_8h.html#a12f3b5fd18ca108f90c5c74db602267e" title="define a break macro for debugging.">_IRR_DEBUG_BREAK_IF</a>(aspectRatio==0.f); <span class="comment">//divide by zero</span>
<a name="l01538"></a>01538         <span class="keyword">const</span> T w = <span class="keyword">static_cast&lt;</span>T<span class="keyword">&gt;</span>(h / aspectRatio);
<a name="l01539"></a>01539 
<a name="l01540"></a>01540         <a class="code" href="irr_types_8h.html#a12f3b5fd18ca108f90c5c74db602267e" title="define a break macro for debugging.">_IRR_DEBUG_BREAK_IF</a>(zNear==zFar); <span class="comment">//divide by zero</span>
<a name="l01541"></a>01541         M[0] = w;
<a name="l01542"></a>01542         M[1] = 0;
<a name="l01543"></a>01543         M[2] = 0;
<a name="l01544"></a>01544         M[3] = 0;
<a name="l01545"></a>01545 
<a name="l01546"></a>01546         M[4] = 0;
<a name="l01547"></a>01547         M[5] = (T)h;
<a name="l01548"></a>01548         M[6] = 0;
<a name="l01549"></a>01549         M[7] = 0;
<a name="l01550"></a>01550 
<a name="l01551"></a>01551         M[8] = 0;
<a name="l01552"></a>01552         M[9] = 0;
<a name="l01553"></a>01553         M[10] = (T)(zFar/(zFar-zNear));
<a name="l01554"></a>01554         M[11] = 1;
<a name="l01555"></a>01555 
<a name="l01556"></a>01556         M[12] = 0;
<a name="l01557"></a>01557         M[13] = 0;
<a name="l01558"></a>01558         M[14] = (T)(-zNear*zFar/(zFar-zNear));
<a name="l01559"></a>01559         M[15] = 0;
<a name="l01560"></a>01560 
<a name="l01561"></a>01561 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l01562"></a>01562 <span class="preprocessor"></span>        definitelyIdentityMatrix=<span class="keyword">false</span>;
<a name="l01563"></a>01563 <span class="preprocessor">#endif</span>
<a name="l01564"></a>01564 <span class="preprocessor"></span>        <span class="keywordflow">return</span> *<span class="keyword">this</span>;
<a name="l01565"></a>01565     }
<a name="l01566"></a>01566 
<a name="l01567"></a>01567 
<a name="l01568"></a>01568     <span class="comment">// Builds a left-handed perspective projection matrix based on a field of view, with far plane culling at infinity</span>
<a name="l01569"></a>01569     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l01570"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a3e4c3f6c545dd522f9f09177259f2f18">01570</a>     <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a3e4c3f6c545dd522f9f09177259f2f18" title="Builds a left-handed perspective projection matrix based on a field of view, with far plane at infini...">CMatrix4&lt;T&gt;::buildProjectionMatrixPerspectiveFovInfinityLH</a>(
<a name="l01571"></a>01571             <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> fieldOfViewRadians, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> aspectRatio, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zNear, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> epsilon)
<a name="l01572"></a>01572     {
<a name="l01573"></a>01573         <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> h = <a class="code" href="namespaceirr_1_1core.html#aa01390f49052dfe07e16ee6c5233f4eb">reciprocal</a>(tan(fieldOfViewRadians*0.5));
<a name="l01574"></a>01574         <a class="code" href="irr_types_8h.html#a12f3b5fd18ca108f90c5c74db602267e" title="define a break macro for debugging.">_IRR_DEBUG_BREAK_IF</a>(aspectRatio==0.f); <span class="comment">//divide by zero</span>
<a name="l01575"></a>01575         <span class="keyword">const</span> T w = <span class="keyword">static_cast&lt;</span>T<span class="keyword">&gt;</span>(h / aspectRatio);
<a name="l01576"></a>01576 
<a name="l01577"></a>01577         M[0] = w;
<a name="l01578"></a>01578         M[1] = 0;
<a name="l01579"></a>01579         M[2] = 0;
<a name="l01580"></a>01580         M[3] = 0;
<a name="l01581"></a>01581 
<a name="l01582"></a>01582         M[4] = 0;
<a name="l01583"></a>01583         M[5] = (T)h;
<a name="l01584"></a>01584         M[6] = 0;
<a name="l01585"></a>01585         M[7] = 0;
<a name="l01586"></a>01586 
<a name="l01587"></a>01587         M[8] = 0;
<a name="l01588"></a>01588         M[9] = 0;
<a name="l01589"></a>01589         M[10] = (T)(1.f-epsilon);
<a name="l01590"></a>01590         M[11] = 1;
<a name="l01591"></a>01591 
<a name="l01592"></a>01592         M[12] = 0;
<a name="l01593"></a>01593         M[13] = 0;
<a name="l01594"></a>01594         M[14] = (T)(zNear*(epsilon-1.f));
<a name="l01595"></a>01595         M[15] = 0;
<a name="l01596"></a>01596 
<a name="l01597"></a>01597 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l01598"></a>01598 <span class="preprocessor"></span>        definitelyIdentityMatrix=<span class="keyword">false</span>;
<a name="l01599"></a>01599 <span class="preprocessor">#endif</span>
<a name="l01600"></a>01600 <span class="preprocessor"></span>        <span class="keywordflow">return</span> *<span class="keyword">this</span>;
<a name="l01601"></a>01601     }
<a name="l01602"></a>01602 
<a name="l01603"></a>01603 
<a name="l01604"></a>01604     <span class="comment">// Builds a left-handed orthogonal projection matrix.</span>
<a name="l01605"></a>01605     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l01606"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ae4a0618e2da724a26a5d8a201a63d8a5">01606</a>     <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ae4a0618e2da724a26a5d8a201a63d8a5" title="Builds a left-handed orthogonal projection matrix.">CMatrix4&lt;T&gt;::buildProjectionMatrixOrthoLH</a>(
<a name="l01607"></a>01607             <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> widthOfViewVolume, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> heightOfViewVolume, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zNear, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zFar)
<a name="l01608"></a>01608     {
<a name="l01609"></a>01609         <a class="code" href="irr_types_8h.html#a12f3b5fd18ca108f90c5c74db602267e" title="define a break macro for debugging.">_IRR_DEBUG_BREAK_IF</a>(widthOfViewVolume==0.f); <span class="comment">//divide by zero</span>
<a name="l01610"></a>01610         <a class="code" href="irr_types_8h.html#a12f3b5fd18ca108f90c5c74db602267e" title="define a break macro for debugging.">_IRR_DEBUG_BREAK_IF</a>(heightOfViewVolume==0.f); <span class="comment">//divide by zero</span>
<a name="l01611"></a>01611         <a class="code" href="irr_types_8h.html#a12f3b5fd18ca108f90c5c74db602267e" title="define a break macro for debugging.">_IRR_DEBUG_BREAK_IF</a>(zNear==zFar); <span class="comment">//divide by zero</span>
<a name="l01612"></a>01612         M[0] = (T)(2/widthOfViewVolume);
<a name="l01613"></a>01613         M[1] = 0;
<a name="l01614"></a>01614         M[2] = 0;
<a name="l01615"></a>01615         M[3] = 0;
<a name="l01616"></a>01616 
<a name="l01617"></a>01617         M[4] = 0;
<a name="l01618"></a>01618         M[5] = (T)(2/heightOfViewVolume);
<a name="l01619"></a>01619         M[6] = 0;
<a name="l01620"></a>01620         M[7] = 0;
<a name="l01621"></a>01621 
<a name="l01622"></a>01622         M[8] = 0;
<a name="l01623"></a>01623         M[9] = 0;
<a name="l01624"></a>01624         M[10] = (T)(1/(zFar-zNear));
<a name="l01625"></a>01625         M[11] = 0;
<a name="l01626"></a>01626 
<a name="l01627"></a>01627         M[12] = 0;
<a name="l01628"></a>01628         M[13] = 0;
<a name="l01629"></a>01629         M[14] = (T)(zNear/(zNear-zFar));
<a name="l01630"></a>01630         M[15] = 1;
<a name="l01631"></a>01631 
<a name="l01632"></a>01632 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l01633"></a>01633 <span class="preprocessor"></span>        definitelyIdentityMatrix=<span class="keyword">false</span>;
<a name="l01634"></a>01634 <span class="preprocessor">#endif</span>
<a name="l01635"></a>01635 <span class="preprocessor"></span>        <span class="keywordflow">return</span> *<span class="keyword">this</span>;
<a name="l01636"></a>01636     }
<a name="l01637"></a>01637 
<a name="l01638"></a>01638 
<a name="l01639"></a>01639     <span class="comment">// Builds a right-handed orthogonal projection matrix.</span>
<a name="l01640"></a>01640     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l01641"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ae7a837a3b2d86bfc830d25c6144b7a46">01641</a>     <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ae7a837a3b2d86bfc830d25c6144b7a46" title="Builds a right-handed orthogonal projection matrix.">CMatrix4&lt;T&gt;::buildProjectionMatrixOrthoRH</a>(
<a name="l01642"></a>01642             <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> widthOfViewVolume, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> heightOfViewVolume, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zNear, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zFar)
<a name="l01643"></a>01643     {
<a name="l01644"></a>01644         <a class="code" href="irr_types_8h.html#a12f3b5fd18ca108f90c5c74db602267e" title="define a break macro for debugging.">_IRR_DEBUG_BREAK_IF</a>(widthOfViewVolume==0.f); <span class="comment">//divide by zero</span>
<a name="l01645"></a>01645         <a class="code" href="irr_types_8h.html#a12f3b5fd18ca108f90c5c74db602267e" title="define a break macro for debugging.">_IRR_DEBUG_BREAK_IF</a>(heightOfViewVolume==0.f); <span class="comment">//divide by zero</span>
<a name="l01646"></a>01646         <a class="code" href="irr_types_8h.html#a12f3b5fd18ca108f90c5c74db602267e" title="define a break macro for debugging.">_IRR_DEBUG_BREAK_IF</a>(zNear==zFar); <span class="comment">//divide by zero</span>
<a name="l01647"></a>01647         M[0] = (T)(2/widthOfViewVolume);
<a name="l01648"></a>01648         M[1] = 0;
<a name="l01649"></a>01649         M[2] = 0;
<a name="l01650"></a>01650         M[3] = 0;
<a name="l01651"></a>01651 
<a name="l01652"></a>01652         M[4] = 0;
<a name="l01653"></a>01653         M[5] = (T)(2/heightOfViewVolume);
<a name="l01654"></a>01654         M[6] = 0;
<a name="l01655"></a>01655         M[7] = 0;
<a name="l01656"></a>01656 
<a name="l01657"></a>01657         M[8] = 0;
<a name="l01658"></a>01658         M[9] = 0;
<a name="l01659"></a>01659         M[10] = (T)(1/(zNear-zFar));
<a name="l01660"></a>01660         M[11] = 0;
<a name="l01661"></a>01661 
<a name="l01662"></a>01662         M[12] = 0;
<a name="l01663"></a>01663         M[13] = 0;
<a name="l01664"></a>01664         M[14] = (T)(zNear/(zNear-zFar));
<a name="l01665"></a>01665         M[15] = 1;
<a name="l01666"></a>01666 
<a name="l01667"></a>01667 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l01668"></a>01668 <span class="preprocessor"></span>        definitelyIdentityMatrix=<span class="keyword">false</span>;
<a name="l01669"></a>01669 <span class="preprocessor">#endif</span>
<a name="l01670"></a>01670 <span class="preprocessor"></span>        <span class="keywordflow">return</span> *<span class="keyword">this</span>;
<a name="l01671"></a>01671     }
<a name="l01672"></a>01672 
<a name="l01673"></a>01673 
<a name="l01674"></a>01674     <span class="comment">// Builds a right-handed perspective projection matrix.</span>
<a name="l01675"></a>01675     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l01676"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a649a29922f622503399bcb16c97b78b4">01676</a>     <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a649a29922f622503399bcb16c97b78b4" title="Builds a right-handed perspective projection matrix.">CMatrix4&lt;T&gt;::buildProjectionMatrixPerspectiveRH</a>(
<a name="l01677"></a>01677             <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> widthOfViewVolume, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> heightOfViewVolume, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zNear, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zFar)
<a name="l01678"></a>01678     {
<a name="l01679"></a>01679         <a class="code" href="irr_types_8h.html#a12f3b5fd18ca108f90c5c74db602267e" title="define a break macro for debugging.">_IRR_DEBUG_BREAK_IF</a>(widthOfViewVolume==0.f); <span class="comment">//divide by zero</span>
<a name="l01680"></a>01680         <a class="code" href="irr_types_8h.html#a12f3b5fd18ca108f90c5c74db602267e" title="define a break macro for debugging.">_IRR_DEBUG_BREAK_IF</a>(heightOfViewVolume==0.f); <span class="comment">//divide by zero</span>
<a name="l01681"></a>01681         <a class="code" href="irr_types_8h.html#a12f3b5fd18ca108f90c5c74db602267e" title="define a break macro for debugging.">_IRR_DEBUG_BREAK_IF</a>(zNear==zFar); <span class="comment">//divide by zero</span>
<a name="l01682"></a>01682         M[0] = (T)(2*zNear/widthOfViewVolume);
<a name="l01683"></a>01683         M[1] = 0;
<a name="l01684"></a>01684         M[2] = 0;
<a name="l01685"></a>01685         M[3] = 0;
<a name="l01686"></a>01686 
<a name="l01687"></a>01687         M[4] = 0;
<a name="l01688"></a>01688         M[5] = (T)(2*zNear/heightOfViewVolume);
<a name="l01689"></a>01689         M[6] = 0;
<a name="l01690"></a>01690         M[7] = 0;
<a name="l01691"></a>01691 
<a name="l01692"></a>01692         M[8] = 0;
<a name="l01693"></a>01693         M[9] = 0;
<a name="l01694"></a>01694         M[10] = (T)(zFar/(zNear-zFar));
<a name="l01695"></a>01695         M[11] = -1;
<a name="l01696"></a>01696 
<a name="l01697"></a>01697         M[12] = 0;
<a name="l01698"></a>01698         M[13] = 0;
<a name="l01699"></a>01699         M[14] = (T)(zNear*zFar/(zNear-zFar));
<a name="l01700"></a>01700         M[15] = 0;
<a name="l01701"></a>01701 
<a name="l01702"></a>01702 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l01703"></a>01703 <span class="preprocessor"></span>        definitelyIdentityMatrix=<span class="keyword">false</span>;
<a name="l01704"></a>01704 <span class="preprocessor">#endif</span>
<a name="l01705"></a>01705 <span class="preprocessor"></span>        <span class="keywordflow">return</span> *<span class="keyword">this</span>;
<a name="l01706"></a>01706     }
<a name="l01707"></a>01707 
<a name="l01708"></a>01708 
<a name="l01709"></a>01709     <span class="comment">// Builds a left-handed perspective projection matrix.</span>
<a name="l01710"></a>01710     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l01711"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a8306f02451b06f8e6710f23631654086">01711</a>     <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a8306f02451b06f8e6710f23631654086" title="Builds a left-handed perspective projection matrix.">CMatrix4&lt;T&gt;::buildProjectionMatrixPerspectiveLH</a>(
<a name="l01712"></a>01712             <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> widthOfViewVolume, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> heightOfViewVolume, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zNear, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zFar)
<a name="l01713"></a>01713     {
<a name="l01714"></a>01714         <a class="code" href="irr_types_8h.html#a12f3b5fd18ca108f90c5c74db602267e" title="define a break macro for debugging.">_IRR_DEBUG_BREAK_IF</a>(widthOfViewVolume==0.f); <span class="comment">//divide by zero</span>
<a name="l01715"></a>01715         <a class="code" href="irr_types_8h.html#a12f3b5fd18ca108f90c5c74db602267e" title="define a break macro for debugging.">_IRR_DEBUG_BREAK_IF</a>(heightOfViewVolume==0.f); <span class="comment">//divide by zero</span>
<a name="l01716"></a>01716         <a class="code" href="irr_types_8h.html#a12f3b5fd18ca108f90c5c74db602267e" title="define a break macro for debugging.">_IRR_DEBUG_BREAK_IF</a>(zNear==zFar); <span class="comment">//divide by zero</span>
<a name="l01717"></a>01717         M[0] = (T)(2*zNear/widthOfViewVolume);
<a name="l01718"></a>01718         M[1] = 0;
<a name="l01719"></a>01719         M[2] = 0;
<a name="l01720"></a>01720         M[3] = 0;
<a name="l01721"></a>01721 
<a name="l01722"></a>01722         M[4] = 0;
<a name="l01723"></a>01723         M[5] = (T)(2*zNear/heightOfViewVolume);
<a name="l01724"></a>01724         M[6] = 0;
<a name="l01725"></a>01725         M[7] = 0;
<a name="l01726"></a>01726 
<a name="l01727"></a>01727         M[8] = 0;
<a name="l01728"></a>01728         M[9] = 0;
<a name="l01729"></a>01729         M[10] = (T)(zFar/(zFar-zNear));
<a name="l01730"></a>01730         M[11] = 1;
<a name="l01731"></a>01731 
<a name="l01732"></a>01732         M[12] = 0;
<a name="l01733"></a>01733         M[13] = 0;
<a name="l01734"></a>01734         M[14] = (T)(zNear*zFar/(zNear-zFar));
<a name="l01735"></a>01735         M[15] = 0;
<a name="l01736"></a>01736 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l01737"></a>01737 <span class="preprocessor"></span>        definitelyIdentityMatrix=<span class="keyword">false</span>;
<a name="l01738"></a>01738 <span class="preprocessor">#endif</span>
<a name="l01739"></a>01739 <span class="preprocessor"></span>        <span class="keywordflow">return</span> *<span class="keyword">this</span>;
<a name="l01740"></a>01740     }
<a name="l01741"></a>01741 
<a name="l01742"></a>01742 
<a name="l01743"></a>01743     <span class="comment">// Builds a matrix that flattens geometry into a plane.</span>
<a name="l01744"></a>01744     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l01745"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a583d0ece1d80f69101660e1cbe441768">01745</a>     <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a583d0ece1d80f69101660e1cbe441768" title="Builds a matrix that flattens geometry into a plane.">CMatrix4&lt;T&gt;::buildShadowMatrix</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>&amp; light, <a class="code" href="classirr_1_1core_1_1plane3d.html">core::plane3df</a> plane, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> point)
<a name="l01746"></a>01746     {
<a name="l01747"></a>01747         plane.<a class="code" href="classirr_1_1core_1_1plane3d.html#a932ca6e90e55cdceedb4f15ab706b719" title="Normal vector of the plane.">Normal</a>.<a class="code" href="classirr_1_1core_1_1vector3d.html#a84a1861464ef70e6965c146732103c09" title="Normalizes the vector.">normalize</a>();
<a name="l01748"></a>01748         <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> d = plane.<a class="code" href="classirr_1_1core_1_1plane3d.html#a932ca6e90e55cdceedb4f15ab706b719" title="Normal vector of the plane.">Normal</a>.<a class="code" href="classirr_1_1core_1_1vector3d.html#a0b247d39047c0e51ff16d0118bb396ab" title="Get the dot product with another vector.">dotProduct</a>(light);
<a name="l01749"></a>01749 
<a name="l01750"></a>01750         M[ 0] = (T)(-plane.<a class="code" href="classirr_1_1core_1_1plane3d.html#a932ca6e90e55cdceedb4f15ab706b719" title="Normal vector of the plane.">Normal</a>.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> * light.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> + d);
<a name="l01751"></a>01751         M[ 1] = (T)(-plane.<a class="code" href="classirr_1_1core_1_1plane3d.html#a932ca6e90e55cdceedb4f15ab706b719" title="Normal vector of the plane.">Normal</a>.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> * light.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>);
<a name="l01752"></a>01752         M[ 2] = (T)(-plane.<a class="code" href="classirr_1_1core_1_1plane3d.html#a932ca6e90e55cdceedb4f15ab706b719" title="Normal vector of the plane.">Normal</a>.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> * light.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>);
<a name="l01753"></a>01753         M[ 3] = (T)(-plane.<a class="code" href="classirr_1_1core_1_1plane3d.html#a932ca6e90e55cdceedb4f15ab706b719" title="Normal vector of the plane.">Normal</a>.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> * point);
<a name="l01754"></a>01754 
<a name="l01755"></a>01755         M[ 4] = (T)(-plane.<a class="code" href="classirr_1_1core_1_1plane3d.html#a932ca6e90e55cdceedb4f15ab706b719" title="Normal vector of the plane.">Normal</a>.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> * light.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>);
<a name="l01756"></a>01756         M[ 5] = (T)(-plane.<a class="code" href="classirr_1_1core_1_1plane3d.html#a932ca6e90e55cdceedb4f15ab706b719" title="Normal vector of the plane.">Normal</a>.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> * light.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> + d);
<a name="l01757"></a>01757         M[ 6] = (T)(-plane.<a class="code" href="classirr_1_1core_1_1plane3d.html#a932ca6e90e55cdceedb4f15ab706b719" title="Normal vector of the plane.">Normal</a>.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> * light.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>);
<a name="l01758"></a>01758         M[ 7] = (T)(-plane.<a class="code" href="classirr_1_1core_1_1plane3d.html#a932ca6e90e55cdceedb4f15ab706b719" title="Normal vector of the plane.">Normal</a>.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> * point);
<a name="l01759"></a>01759 
<a name="l01760"></a>01760         M[ 8] = (T)(-plane.<a class="code" href="classirr_1_1core_1_1plane3d.html#a932ca6e90e55cdceedb4f15ab706b719" title="Normal vector of the plane.">Normal</a>.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> * light.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>);
<a name="l01761"></a>01761         M[ 9] = (T)(-plane.<a class="code" href="classirr_1_1core_1_1plane3d.html#a932ca6e90e55cdceedb4f15ab706b719" title="Normal vector of the plane.">Normal</a>.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> * light.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>);
<a name="l01762"></a>01762         M[10] = (T)(-plane.<a class="code" href="classirr_1_1core_1_1plane3d.html#a932ca6e90e55cdceedb4f15ab706b719" title="Normal vector of the plane.">Normal</a>.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> * light.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> + d);
<a name="l01763"></a>01763         M[11] = (T)(-plane.<a class="code" href="classirr_1_1core_1_1plane3d.html#a932ca6e90e55cdceedb4f15ab706b719" title="Normal vector of the plane.">Normal</a>.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> * point);
<a name="l01764"></a>01764 
<a name="l01765"></a>01765         M[12] = (T)(-plane.<a class="code" href="classirr_1_1core_1_1plane3d.html#afa304cf77cf1a3aae2351d5add5606a8" title="Distance from origin.">D</a> * light.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>);
<a name="l01766"></a>01766         M[13] = (T)(-plane.<a class="code" href="classirr_1_1core_1_1plane3d.html#afa304cf77cf1a3aae2351d5add5606a8" title="Distance from origin.">D</a> * light.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>);
<a name="l01767"></a>01767         M[14] = (T)(-plane.<a class="code" href="classirr_1_1core_1_1plane3d.html#afa304cf77cf1a3aae2351d5add5606a8" title="Distance from origin.">D</a> * light.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>);
<a name="l01768"></a>01768         M[15] = (T)(-plane.<a class="code" href="classirr_1_1core_1_1plane3d.html#afa304cf77cf1a3aae2351d5add5606a8" title="Distance from origin.">D</a> * point + d);
<a name="l01769"></a>01769 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l01770"></a>01770 <span class="preprocessor"></span>        definitelyIdentityMatrix=<span class="keyword">false</span>;
<a name="l01771"></a>01771 <span class="preprocessor">#endif</span>
<a name="l01772"></a>01772 <span class="preprocessor"></span>        <span class="keywordflow">return</span> *<span class="keyword">this</span>;
<a name="l01773"></a>01773     }
<a name="l01774"></a>01774 
<a name="l01775"></a>01775     <span class="comment">// Builds a left-handed look-at matrix.</span>
<a name="l01776"></a>01776     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l01777"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a78e15297c806006898df58498755ecd4">01777</a>     <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a78e15297c806006898df58498755ecd4" title="Builds a left-handed look-at matrix.">CMatrix4&lt;T&gt;::buildCameraLookAtMatrixLH</a>(
<a name="l01778"></a>01778                 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">vector3df</a>&amp; position,
<a name="l01779"></a>01779                 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">vector3df</a>&amp; target,
<a name="l01780"></a>01780                 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">vector3df</a>&amp; upVector)
<a name="l01781"></a>01781     {
<a name="l01782"></a>01782         <a class="code" href="classirr_1_1core_1_1vector3d.html">vector3df</a> zaxis = target - position;
<a name="l01783"></a>01783         zaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#a84a1861464ef70e6965c146732103c09" title="Normalizes the vector.">normalize</a>();
<a name="l01784"></a>01784 
<a name="l01785"></a>01785         <a class="code" href="classirr_1_1core_1_1vector3d.html">vector3df</a> xaxis = upVector.<a class="code" href="classirr_1_1core_1_1vector3d.html#aa2470a12e1ef53f440c95df6249e9aa4" title="Calculates the cross product with another vector.">crossProduct</a>(zaxis);
<a name="l01786"></a>01786         xaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#a84a1861464ef70e6965c146732103c09" title="Normalizes the vector.">normalize</a>();
<a name="l01787"></a>01787 
<a name="l01788"></a>01788         <a class="code" href="classirr_1_1core_1_1vector3d.html">vector3df</a> yaxis = zaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#aa2470a12e1ef53f440c95df6249e9aa4" title="Calculates the cross product with another vector.">crossProduct</a>(xaxis);
<a name="l01789"></a>01789 
<a name="l01790"></a>01790         M[0] = (T)xaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>;
<a name="l01791"></a>01791         M[1] = (T)yaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>;
<a name="l01792"></a>01792         M[2] = (T)zaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>;
<a name="l01793"></a>01793         M[3] = 0;
<a name="l01794"></a>01794 
<a name="l01795"></a>01795         M[4] = (T)xaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>;
<a name="l01796"></a>01796         M[5] = (T)yaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>;
<a name="l01797"></a>01797         M[6] = (T)zaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>;
<a name="l01798"></a>01798         M[7] = 0;
<a name="l01799"></a>01799 
<a name="l01800"></a>01800         M[8] = (T)xaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>;
<a name="l01801"></a>01801         M[9] = (T)yaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>;
<a name="l01802"></a>01802         M[10] = (T)zaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>;
<a name="l01803"></a>01803         M[11] = 0;
<a name="l01804"></a>01804 
<a name="l01805"></a>01805         M[12] = (T)-xaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#a0b247d39047c0e51ff16d0118bb396ab" title="Get the dot product with another vector.">dotProduct</a>(position);
<a name="l01806"></a>01806         M[13] = (T)-yaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#a0b247d39047c0e51ff16d0118bb396ab" title="Get the dot product with another vector.">dotProduct</a>(position);
<a name="l01807"></a>01807         M[14] = (T)-zaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#a0b247d39047c0e51ff16d0118bb396ab" title="Get the dot product with another vector.">dotProduct</a>(position);
<a name="l01808"></a>01808         M[15] = 1;
<a name="l01809"></a>01809 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l01810"></a>01810 <span class="preprocessor"></span>        definitelyIdentityMatrix=<span class="keyword">false</span>;
<a name="l01811"></a>01811 <span class="preprocessor">#endif</span>
<a name="l01812"></a>01812 <span class="preprocessor"></span>        <span class="keywordflow">return</span> *<span class="keyword">this</span>;
<a name="l01813"></a>01813     }
<a name="l01814"></a>01814 
<a name="l01815"></a>01815 
<a name="l01816"></a>01816     <span class="comment">// Builds a right-handed look-at matrix.</span>
<a name="l01817"></a>01817     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l01818"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a62ebd6002a5018c1096ac368f6be271a">01818</a>     <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a62ebd6002a5018c1096ac368f6be271a" title="Builds a right-handed look-at matrix.">CMatrix4&lt;T&gt;::buildCameraLookAtMatrixRH</a>(
<a name="l01819"></a>01819                 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">vector3df</a>&amp; position,
<a name="l01820"></a>01820                 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">vector3df</a>&amp; target,
<a name="l01821"></a>01821                 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">vector3df</a>&amp; upVector)
<a name="l01822"></a>01822     {
<a name="l01823"></a>01823         <a class="code" href="classirr_1_1core_1_1vector3d.html">vector3df</a> zaxis = position - target;
<a name="l01824"></a>01824         zaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#a84a1861464ef70e6965c146732103c09" title="Normalizes the vector.">normalize</a>();
<a name="l01825"></a>01825 
<a name="l01826"></a>01826         <a class="code" href="classirr_1_1core_1_1vector3d.html">vector3df</a> xaxis = upVector.<a class="code" href="classirr_1_1core_1_1vector3d.html#aa2470a12e1ef53f440c95df6249e9aa4" title="Calculates the cross product with another vector.">crossProduct</a>(zaxis);
<a name="l01827"></a>01827         xaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#a84a1861464ef70e6965c146732103c09" title="Normalizes the vector.">normalize</a>();
<a name="l01828"></a>01828 
<a name="l01829"></a>01829         <a class="code" href="classirr_1_1core_1_1vector3d.html">vector3df</a> yaxis = zaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#aa2470a12e1ef53f440c95df6249e9aa4" title="Calculates the cross product with another vector.">crossProduct</a>(xaxis);
<a name="l01830"></a>01830 
<a name="l01831"></a>01831         M[0] = (T)xaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>;
<a name="l01832"></a>01832         M[1] = (T)yaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>;
<a name="l01833"></a>01833         M[2] = (T)zaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>;
<a name="l01834"></a>01834         M[3] = 0;
<a name="l01835"></a>01835 
<a name="l01836"></a>01836         M[4] = (T)xaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>;
<a name="l01837"></a>01837         M[5] = (T)yaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>;
<a name="l01838"></a>01838         M[6] = (T)zaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>;
<a name="l01839"></a>01839         M[7] = 0;
<a name="l01840"></a>01840 
<a name="l01841"></a>01841         M[8] = (T)xaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>;
<a name="l01842"></a>01842         M[9] = (T)yaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>;
<a name="l01843"></a>01843         M[10] = (T)zaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>;
<a name="l01844"></a>01844         M[11] = 0;
<a name="l01845"></a>01845 
<a name="l01846"></a>01846         M[12] = (T)-xaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#a0b247d39047c0e51ff16d0118bb396ab" title="Get the dot product with another vector.">dotProduct</a>(position);
<a name="l01847"></a>01847         M[13] = (T)-yaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#a0b247d39047c0e51ff16d0118bb396ab" title="Get the dot product with another vector.">dotProduct</a>(position);
<a name="l01848"></a>01848         M[14] = (T)-zaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#a0b247d39047c0e51ff16d0118bb396ab" title="Get the dot product with another vector.">dotProduct</a>(position);
<a name="l01849"></a>01849         M[15] = 1;
<a name="l01850"></a>01850 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l01851"></a>01851 <span class="preprocessor"></span>        definitelyIdentityMatrix=<span class="keyword">false</span>;
<a name="l01852"></a>01852 <span class="preprocessor">#endif</span>
<a name="l01853"></a>01853 <span class="preprocessor"></span>        <span class="keywordflow">return</span> *<span class="keyword">this</span>;
<a name="l01854"></a>01854     }
<a name="l01855"></a>01855 
<a name="l01856"></a>01856 
<a name="l01857"></a>01857     <span class="comment">// creates a new matrix as interpolated matrix from this and the passed one.</span>
<a name="l01858"></a>01858     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l01859"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a0c9ed4a87ab8a1340e075490cd9de309">01859</a>     <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a0c9ed4a87ab8a1340e075490cd9de309" title="Creates a new matrix as interpolated matrix from two other ones.">CMatrix4&lt;T&gt;::interpolate</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">core::CMatrix4&lt;T&gt;</a>&amp; b, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> time)<span class="keyword"> const</span>
<a name="l01860"></a>01860 <span class="keyword">    </span>{
<a name="l01861"></a>01861         <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a> mat ( EM4CONST_NOTHING );
<a name="l01862"></a>01862 
<a name="l01863"></a>01863         <span class="keywordflow">for</span> (<a class="code" href="namespaceirr.html#a0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> i=0; i &lt; 16; i += 4)
<a name="l01864"></a>01864         {
<a name="l01865"></a>01865             mat.M[i+0] = (T)(M[i+0] + ( b.M[i+0] - M[i+0] ) * time);
<a name="l01866"></a>01866             mat.M[i+1] = (T)(M[i+1] + ( b.M[i+1] - M[i+1] ) * time);
<a name="l01867"></a>01867             mat.M[i+2] = (T)(M[i+2] + ( b.M[i+2] - M[i+2] ) * time);
<a name="l01868"></a>01868             mat.M[i+3] = (T)(M[i+3] + ( b.M[i+3] - M[i+3] ) * time);
<a name="l01869"></a>01869         }
<a name="l01870"></a>01870         <span class="keywordflow">return</span> mat;
<a name="l01871"></a>01871     }
<a name="l01872"></a>01872 
<a name="l01873"></a>01873 
<a name="l01874"></a>01874     <span class="comment">// returns transposed matrix</span>
<a name="l01875"></a>01875     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l01876"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a83e8a629180ab12262d2e2cf52c7991b">01876</a>     <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a83e8a629180ab12262d2e2cf52c7991b" title="Gets transposed matrix.">CMatrix4&lt;T&gt;::getTransposed</a>()<span class="keyword"> const</span>
<a name="l01877"></a>01877 <span class="keyword">    </span>{
<a name="l01878"></a>01878         <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a> t ( EM4CONST_NOTHING );
<a name="l01879"></a>01879         getTransposed ( t );
<a name="l01880"></a>01880         <span class="keywordflow">return</span> t;
<a name="l01881"></a>01881     }
<a name="l01882"></a>01882 
<a name="l01883"></a>01883 
<a name="l01884"></a>01884     <span class="comment">// returns transposed matrix</span>
<a name="l01885"></a>01885     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l01886"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#abc4f641ad798591424020e38efe21636">01886</a>     <span class="keyword">inline</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a83e8a629180ab12262d2e2cf52c7991b" title="Gets transposed matrix.">CMatrix4&lt;T&gt;::getTransposed</a>( <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; o )<span class="keyword"> const</span>
<a name="l01887"></a>01887 <span class="keyword">    </span>{
<a name="l01888"></a>01888         o[ 0] = M[ 0];
<a name="l01889"></a>01889         o[ 1] = M[ 4];
<a name="l01890"></a>01890         o[ 2] = M[ 8];
<a name="l01891"></a>01891         o[ 3] = M[12];
<a name="l01892"></a>01892 
<a name="l01893"></a>01893         o[ 4] = M[ 1];
<a name="l01894"></a>01894         o[ 5] = M[ 5];
<a name="l01895"></a>01895         o[ 6] = M[ 9];
<a name="l01896"></a>01896         o[ 7] = M[13];
<a name="l01897"></a>01897 
<a name="l01898"></a>01898         o[ 8] = M[ 2];
<a name="l01899"></a>01899         o[ 9] = M[ 6];
<a name="l01900"></a>01900         o[10] = M[10];
<a name="l01901"></a>01901         o[11] = M[14];
<a name="l01902"></a>01902 
<a name="l01903"></a>01903         o[12] = M[ 3];
<a name="l01904"></a>01904         o[13] = M[ 7];
<a name="l01905"></a>01905         o[14] = M[11];
<a name="l01906"></a>01906         o[15] = M[15];
<a name="l01907"></a>01907 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l01908"></a>01908 <span class="preprocessor"></span>        o.definitelyIdentityMatrix=definitelyIdentityMatrix;
<a name="l01909"></a>01909 <span class="preprocessor">#endif</span>
<a name="l01910"></a>01910 <span class="preprocessor"></span>    }
<a name="l01911"></a>01911 
<a name="l01912"></a>01912 
<a name="l01913"></a>01913     <span class="comment">// used to scale &lt;-1,-1&gt;&lt;1,1&gt; to viewport</span>
<a name="l01914"></a>01914     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l01915"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a88a7d2f56d4ce637823379de308f673a">01915</a>     <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a88a7d2f56d4ce637823379de308f673a" title="Builds a matrix which transforms a normalized Device Coordinate to Device Coordinates.">CMatrix4&lt;T&gt;::buildNDCToDCMatrix</a>( <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1rect.html">core::rect&lt;s32&gt;</a>&amp; viewport, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zScale)
<a name="l01916"></a>01916     {
<a name="l01917"></a>01917         <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> scaleX = (viewport.<a class="code" href="classirr_1_1core_1_1rect.html#ae313a3674095733348d5e8bcb75c49b4" title="Get width of rectangle.">getWidth</a>() - 0.75f ) * 0.5f;
<a name="l01918"></a>01918         <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> scaleY = -(viewport.<a class="code" href="classirr_1_1core_1_1rect.html#a61b4192aa7aee5b55c288b1eac29d76b" title="Get height of rectangle.">getHeight</a>() - 0.75f ) * 0.5f;
<a name="l01919"></a>01919 
<a name="l01920"></a>01920         <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> dx = -0.5f + ( (viewport.<a class="code" href="classirr_1_1core_1_1rect.html#abd47b3a4967b2153e58984d964af6573" title="Upper left corner.">UpperLeftCorner</a>.X + viewport.<a class="code" href="classirr_1_1core_1_1rect.html#aa7c7e38bbff5f32992f69b36fc8cec1e" title="Lower right corner.">LowerRightCorner</a>.X ) * 0.5f );
<a name="l01921"></a>01921         <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> dy = -0.5f + ( (viewport.<a class="code" href="classirr_1_1core_1_1rect.html#abd47b3a4967b2153e58984d964af6573" title="Upper left corner.">UpperLeftCorner</a>.Y + viewport.<a class="code" href="classirr_1_1core_1_1rect.html#aa7c7e38bbff5f32992f69b36fc8cec1e" title="Lower right corner.">LowerRightCorner</a>.Y ) * 0.5f );
<a name="l01922"></a>01922 
<a name="l01923"></a>01923         makeIdentity();
<a name="l01924"></a>01924         M[12] = (T)dx;
<a name="l01925"></a>01925         M[13] = (T)dy;
<a name="l01926"></a>01926         <span class="keywordflow">return</span> setScale(<a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">core::vector3d&lt;T&gt;</a>((T)scaleX, (T)scaleY, (T)zScale));
<a name="l01927"></a>01927     }
<a name="l01928"></a>01928 
<a name="l01930"></a>01930 
<a name="l01935"></a>01935     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l01936"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a4802c6a89ad813e2919f68f512fb320f">01936</a>     <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a4802c6a89ad813e2919f68f512fb320f" title="Builds a matrix that rotates from one vector to another.">CMatrix4&lt;T&gt;::buildRotateFromTo</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>&amp; from, <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>&amp; to)
<a name="l01937"></a>01937     {
<a name="l01938"></a>01938         <span class="comment">// unit vectors</span>
<a name="l01939"></a>01939         <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> f(from);
<a name="l01940"></a>01940         <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> t(to);
<a name="l01941"></a>01941         f.<a class="code" href="classirr_1_1core_1_1vector3d.html#a84a1861464ef70e6965c146732103c09" title="Normalizes the vector.">normalize</a>();
<a name="l01942"></a>01942         t.<a class="code" href="classirr_1_1core_1_1vector3d.html#a84a1861464ef70e6965c146732103c09" title="Normalizes the vector.">normalize</a>();
<a name="l01943"></a>01943 
<a name="l01944"></a>01944         <span class="comment">// axis multiplication by sin</span>
<a name="l01945"></a>01945         <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> vs(t.<a class="code" href="classirr_1_1core_1_1vector3d.html#aa2470a12e1ef53f440c95df6249e9aa4" title="Calculates the cross product with another vector.">crossProduct</a>(f));
<a name="l01946"></a>01946 
<a name="l01947"></a>01947         <span class="comment">// axis of rotation</span>
<a name="l01948"></a>01948         <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> v(vs);
<a name="l01949"></a>01949         v.normalize();
<a name="l01950"></a>01950 
<a name="l01951"></a>01951         <span class="comment">// cosinus angle</span>
<a name="l01952"></a>01952         T ca = f.<a class="code" href="classirr_1_1core_1_1vector3d.html#a0b247d39047c0e51ff16d0118bb396ab" title="Get the dot product with another vector.">dotProduct</a>(t);
<a name="l01953"></a>01953 
<a name="l01954"></a>01954         <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> vt(v * (1 - ca));
<a name="l01955"></a>01955 
<a name="l01956"></a>01956         M[0] = vt.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> * v.X + ca;
<a name="l01957"></a>01957         M[5] = vt.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> * v.Y + ca;
<a name="l01958"></a>01958         M[10] = vt.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> * v.Z + ca;
<a name="l01959"></a>01959 
<a name="l01960"></a>01960         vt.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> *= v.Y;
<a name="l01961"></a>01961         vt.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> *= v.X;
<a name="l01962"></a>01962         vt.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> *= v.Z;
<a name="l01963"></a>01963 
<a name="l01964"></a>01964         M[1] = vt.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> - vs.Z;
<a name="l01965"></a>01965         M[2] = vt.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> + vs.Y;
<a name="l01966"></a>01966         M[3] = 0;
<a name="l01967"></a>01967 
<a name="l01968"></a>01968         M[4] = vt.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> + vs.Z;
<a name="l01969"></a>01969         M[6] = vt.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> - vs.X;
<a name="l01970"></a>01970         M[7] = 0;
<a name="l01971"></a>01971 
<a name="l01972"></a>01972         M[8] = vt.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> - vs.Y;
<a name="l01973"></a>01973         M[9] = vt.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> + vs.X;
<a name="l01974"></a>01974         M[11] = 0;
<a name="l01975"></a>01975 
<a name="l01976"></a>01976         M[12] = 0;
<a name="l01977"></a>01977         M[13] = 0;
<a name="l01978"></a>01978         M[14] = 0;
<a name="l01979"></a>01979         M[15] = 1;
<a name="l01980"></a>01980 
<a name="l01981"></a>01981         <span class="keywordflow">return</span> *<span class="keyword">this</span>;
<a name="l01982"></a>01982     }
<a name="l01983"></a>01983 
<a name="l01985"></a>01985 
<a name="l01991"></a>01991     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l01992"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ad2dc80f2aed15900839389cf52f9e798">01992</a>     <span class="keyword">inline</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ad2dc80f2aed15900839389cf52f9e798" title="Builds a matrix which rotates a source vector to a look vector over an arbitrary axis.">CMatrix4&lt;T&gt;::buildAxisAlignedBillboard</a>(
<a name="l01993"></a>01993                 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>&amp; camPos,
<a name="l01994"></a>01994                 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>&amp; center,
<a name="l01995"></a>01995                 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>&amp; translation,
<a name="l01996"></a>01996                 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>&amp; axis,
<a name="l01997"></a>01997                 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>&amp; from)
<a name="l01998"></a>01998     {
<a name="l01999"></a>01999         <span class="comment">// axis of rotation</span>
<a name="l02000"></a>02000         <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> up = axis;
<a name="l02001"></a>02001         up.<a class="code" href="classirr_1_1core_1_1vector3d.html#a84a1861464ef70e6965c146732103c09" title="Normalizes the vector.">normalize</a>();
<a name="l02002"></a>02002         <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> forward = (camPos - center).normalize();
<a name="l02003"></a>02003         <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> right = up.<a class="code" href="classirr_1_1core_1_1vector3d.html#aa2470a12e1ef53f440c95df6249e9aa4" title="Calculates the cross product with another vector.">crossProduct</a>(forward).<a class="code" href="classirr_1_1core_1_1vector3d.html#a84a1861464ef70e6965c146732103c09" title="Normalizes the vector.">normalize</a>();
<a name="l02004"></a>02004 
<a name="l02005"></a>02005         <span class="comment">// correct look vector</span>
<a name="l02006"></a>02006         <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> look = right.<a class="code" href="classirr_1_1core_1_1vector3d.html#aa2470a12e1ef53f440c95df6249e9aa4" title="Calculates the cross product with another vector.">crossProduct</a>(up);
<a name="l02007"></a>02007 
<a name="l02008"></a>02008         <span class="comment">// rotate from to</span>
<a name="l02009"></a>02009         <span class="comment">// axis multiplication by sin</span>
<a name="l02010"></a>02010         <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> vs = look.<a class="code" href="classirr_1_1core_1_1vector3d.html#aa2470a12e1ef53f440c95df6249e9aa4" title="Calculates the cross product with another vector.">crossProduct</a>(from);
<a name="l02011"></a>02011 
<a name="l02012"></a>02012         <span class="comment">// cosinus angle</span>
<a name="l02013"></a>02013         <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> ca = from.<a class="code" href="classirr_1_1core_1_1vector3d.html#a0b247d39047c0e51ff16d0118bb396ab" title="Get the dot product with another vector.">dotProduct</a>(look);
<a name="l02014"></a>02014 
<a name="l02015"></a>02015         <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> vt(up * (1.f - ca));
<a name="l02016"></a>02016 
<a name="l02017"></a>02017         M[0] = <span class="keyword">static_cast&lt;</span>T<span class="keyword">&gt;</span>(vt.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> * up.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> + ca);
<a name="l02018"></a>02018         M[5] = <span class="keyword">static_cast&lt;</span>T<span class="keyword">&gt;</span>(vt.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> * up.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> + ca);
<a name="l02019"></a>02019         M[10] = <span class="keyword">static_cast&lt;</span>T<span class="keyword">&gt;</span>(vt.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> * up.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> + ca);
<a name="l02020"></a>02020 
<a name="l02021"></a>02021         vt.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> *= up.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>;
<a name="l02022"></a>02022         vt.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> *= up.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>;
<a name="l02023"></a>02023         vt.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> *= up.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>;
<a name="l02024"></a>02024 
<a name="l02025"></a>02025         M[1] = <span class="keyword">static_cast&lt;</span>T<span class="keyword">&gt;</span>(vt.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> - vs.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>);
<a name="l02026"></a>02026         M[2] = <span class="keyword">static_cast&lt;</span>T<span class="keyword">&gt;</span>(vt.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> + vs.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>);
<a name="l02027"></a>02027         M[3] = 0;
<a name="l02028"></a>02028 
<a name="l02029"></a>02029         M[4] = <span class="keyword">static_cast&lt;</span>T<span class="keyword">&gt;</span>(vt.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> + vs.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>);
<a name="l02030"></a>02030         M[6] = <span class="keyword">static_cast&lt;</span>T<span class="keyword">&gt;</span>(vt.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> - vs.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>);
<a name="l02031"></a>02031         M[7] = 0;
<a name="l02032"></a>02032 
<a name="l02033"></a>02033         M[8] = <span class="keyword">static_cast&lt;</span>T<span class="keyword">&gt;</span>(vt.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> - vs.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>);
<a name="l02034"></a>02034         M[9] = <span class="keyword">static_cast&lt;</span>T<span class="keyword">&gt;</span>(vt.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> + vs.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>);
<a name="l02035"></a>02035         M[11] = 0;
<a name="l02036"></a>02036 
<a name="l02037"></a>02037         setRotationCenter(center, translation);
<a name="l02038"></a>02038     }
<a name="l02039"></a>02039 
<a name="l02040"></a>02040 
<a name="l02042"></a>02042     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l02043"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a8117628146ce654b3b292af7c49e25e2">02043</a>     <span class="keyword">inline</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a8117628146ce654b3b292af7c49e25e2" title="Builds a combined matrix which translates to a center before rotation and translates from origin afte...">CMatrix4&lt;T&gt;::setRotationCenter</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>&amp; center, <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>&amp; translation)
<a name="l02044"></a>02044     {
<a name="l02045"></a>02045         M[12] = -M[0]*center.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> - M[4]*center.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> - M[8]*center.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> + (center.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> - translation.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> );
<a name="l02046"></a>02046         M[13] = -M[1]*center.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> - M[5]*center.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> - M[9]*center.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> + (center.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> - translation.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> );
<a name="l02047"></a>02047         M[14] = -M[2]*center.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> - M[6]*center.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> - M[10]*center.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> + (center.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> - translation.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> );
<a name="l02048"></a>02048         M[15] = (T) 1.0;
<a name="l02049"></a>02049 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l02050"></a>02050 <span class="preprocessor"></span>        definitelyIdentityMatrix=<span class="keyword">false</span>;
<a name="l02051"></a>02051 <span class="preprocessor">#endif</span>
<a name="l02052"></a>02052 <span class="preprocessor"></span>    }
<a name="l02053"></a>02053 
<a name="l02066"></a>02066     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l02067"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#afc72faaf2c883d9c0fdc1e0940d1acde">02067</a>     <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#afc72faaf2c883d9c0fdc1e0940d1acde" title="Set to a texture transformation matrix with the given parameters.">CMatrix4&lt;T&gt;::buildTextureTransform</a>( <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> rotateRad,
<a name="l02068"></a>02068             <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector2d.html">core::vector2df</a> &amp;rotatecenter,
<a name="l02069"></a>02069             <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector2d.html">core::vector2df</a> &amp;translate,
<a name="l02070"></a>02070             <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector2d.html">core::vector2df</a> &amp;scale)
<a name="l02071"></a>02071     {
<a name="l02072"></a>02072         <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> c = cosf(rotateRad);
<a name="l02073"></a>02073         <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> s = sinf(rotateRad);
<a name="l02074"></a>02074 
<a name="l02075"></a>02075         M[0] = (T)(c * scale.<a class="code" href="classirr_1_1core_1_1vector2d.html#a8fabb0d10a3dd33b407b63bb3539be4d" title="X coordinate of vector.">X</a>);
<a name="l02076"></a>02076         M[1] = (T)(s * scale.<a class="code" href="classirr_1_1core_1_1vector2d.html#aa4d36f518d3fc35a7aafcea33a31f76c" title="Y coordinate of vector.">Y</a>);
<a name="l02077"></a>02077         M[2] = 0;
<a name="l02078"></a>02078         M[3] = 0;
<a name="l02079"></a>02079 
<a name="l02080"></a>02080         M[4] = (T)(-s * scale.<a class="code" href="classirr_1_1core_1_1vector2d.html#a8fabb0d10a3dd33b407b63bb3539be4d" title="X coordinate of vector.">X</a>);
<a name="l02081"></a>02081         M[5] = (T)(c * scale.<a class="code" href="classirr_1_1core_1_1vector2d.html#aa4d36f518d3fc35a7aafcea33a31f76c" title="Y coordinate of vector.">Y</a>);
<a name="l02082"></a>02082         M[6] = 0;
<a name="l02083"></a>02083         M[7] = 0;
<a name="l02084"></a>02084 
<a name="l02085"></a>02085         M[8] = (T)(c * scale.<a class="code" href="classirr_1_1core_1_1vector2d.html#a8fabb0d10a3dd33b407b63bb3539be4d" title="X coordinate of vector.">X</a> * rotatecenter.<a class="code" href="classirr_1_1core_1_1vector2d.html#a8fabb0d10a3dd33b407b63bb3539be4d" title="X coordinate of vector.">X</a> + -s * rotatecenter.<a class="code" href="classirr_1_1core_1_1vector2d.html#aa4d36f518d3fc35a7aafcea33a31f76c" title="Y coordinate of vector.">Y</a> + translate.<a class="code" href="classirr_1_1core_1_1vector2d.html#a8fabb0d10a3dd33b407b63bb3539be4d" title="X coordinate of vector.">X</a>);
<a name="l02086"></a>02086         M[9] = (T)(s * scale.<a class="code" href="classirr_1_1core_1_1vector2d.html#aa4d36f518d3fc35a7aafcea33a31f76c" title="Y coordinate of vector.">Y</a> * rotatecenter.<a class="code" href="classirr_1_1core_1_1vector2d.html#a8fabb0d10a3dd33b407b63bb3539be4d" title="X coordinate of vector.">X</a> +  c * rotatecenter.<a class="code" href="classirr_1_1core_1_1vector2d.html#aa4d36f518d3fc35a7aafcea33a31f76c" title="Y coordinate of vector.">Y</a> + translate.<a class="code" href="classirr_1_1core_1_1vector2d.html#aa4d36f518d3fc35a7aafcea33a31f76c" title="Y coordinate of vector.">Y</a>);
<a name="l02087"></a>02087         M[10] = 1;
<a name="l02088"></a>02088         M[11] = 0;
<a name="l02089"></a>02089 
<a name="l02090"></a>02090         M[12] = 0;
<a name="l02091"></a>02091         M[13] = 0;
<a name="l02092"></a>02092         M[14] = 0;
<a name="l02093"></a>02093         M[15] = 1;
<a name="l02094"></a>02094 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l02095"></a>02095 <span class="preprocessor"></span>        definitelyIdentityMatrix=<span class="keyword">false</span>;
<a name="l02096"></a>02096 <span class="preprocessor">#endif</span>
<a name="l02097"></a>02097 <span class="preprocessor"></span>        <span class="keywordflow">return</span> *<span class="keyword">this</span>;
<a name="l02098"></a>02098     }
<a name="l02099"></a>02099 
<a name="l02100"></a>02100 
<a name="l02101"></a>02101     <span class="comment">// rotate about z axis, center ( 0.5, 0.5 )</span>
<a name="l02102"></a>02102     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l02103"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a445a7653292ae4ffb0baa50032a8674e">02103</a>     <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a445a7653292ae4ffb0baa50032a8674e" title="Set texture transformation rotation.">CMatrix4&lt;T&gt;::setTextureRotationCenter</a>( <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> rotateRad )
<a name="l02104"></a>02104     {
<a name="l02105"></a>02105         <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> c = cosf(rotateRad);
<a name="l02106"></a>02106         <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> s = sinf(rotateRad);
<a name="l02107"></a>02107         M[0] = (T)c;
<a name="l02108"></a>02108         M[1] = (T)s;
<a name="l02109"></a>02109 
<a name="l02110"></a>02110         M[4] = (T)-s;
<a name="l02111"></a>02111         M[5] = (T)c;
<a name="l02112"></a>02112 
<a name="l02113"></a>02113         M[8] = (T)(0.5f * ( s - c) + 0.5f);
<a name="l02114"></a>02114         M[9] = (T)(-0.5f * ( s + c) + 0.5f);
<a name="l02115"></a>02115 
<a name="l02116"></a>02116 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l02117"></a>02117 <span class="preprocessor"></span>        definitelyIdentityMatrix = definitelyIdentityMatrix &amp;&amp; (rotateRad==0.0f);
<a name="l02118"></a>02118 <span class="preprocessor">#endif</span>
<a name="l02119"></a>02119 <span class="preprocessor"></span>        <span class="keywordflow">return</span> *<span class="keyword">this</span>;
<a name="l02120"></a>02120     }
<a name="l02121"></a>02121 
<a name="l02122"></a>02122 
<a name="l02123"></a>02123     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l02124"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a2bab9633697a892f08d89c7aeee6daf6">02124</a>     <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a2bab9633697a892f08d89c7aeee6daf6" title="Set texture transformation translation.">CMatrix4&lt;T&gt;::setTextureTranslate</a> ( <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> x, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> y )
<a name="l02125"></a>02125     {
<a name="l02126"></a>02126         M[8] = (T)x;
<a name="l02127"></a>02127         M[9] = (T)y;
<a name="l02128"></a>02128 
<a name="l02129"></a>02129 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l02130"></a>02130 <span class="preprocessor"></span>        definitelyIdentityMatrix = definitelyIdentityMatrix &amp;&amp; (x==0.0f) &amp;&amp; (y==0.0f);
<a name="l02131"></a>02131 <span class="preprocessor">#endif</span>
<a name="l02132"></a>02132 <span class="preprocessor"></span>        <span class="keywordflow">return</span> *<span class="keyword">this</span>;
<a name="l02133"></a>02133     }
<a name="l02134"></a>02134 
<a name="l02135"></a>02135 
<a name="l02136"></a>02136     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l02137"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a7d999210cc7427e9d744271e50d26c3c">02137</a>     <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a7d999210cc7427e9d744271e50d26c3c" title="Set texture transformation translation, using a transposed representation.">CMatrix4&lt;T&gt;::setTextureTranslateTransposed</a> ( <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> x, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> y )
<a name="l02138"></a>02138     {
<a name="l02139"></a>02139         M[2] = (T)x;
<a name="l02140"></a>02140         M[6] = (T)y;
<a name="l02141"></a>02141 
<a name="l02142"></a>02142 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l02143"></a>02143 <span class="preprocessor"></span>        definitelyIdentityMatrix = definitelyIdentityMatrix &amp;&amp; (x==0.0f) &amp;&amp; (y==0.0f) ;
<a name="l02144"></a>02144 <span class="preprocessor">#endif</span>
<a name="l02145"></a>02145 <span class="preprocessor"></span>        <span class="keywordflow">return</span> *<span class="keyword">this</span>;
<a name="l02146"></a>02146     }
<a name="l02147"></a>02147 
<a name="l02148"></a>02148     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l02149"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#aed32a7a8da9c4cee5babe8f6b4aa7dd4">02149</a>     <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#aed32a7a8da9c4cee5babe8f6b4aa7dd4" title="Set texture transformation scale.">CMatrix4&lt;T&gt;::setTextureScale</a> ( <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> sx, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> sy )
<a name="l02150"></a>02150     {
<a name="l02151"></a>02151         M[0] = (T)sx;
<a name="l02152"></a>02152         M[5] = (T)sy;
<a name="l02153"></a>02153 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l02154"></a>02154 <span class="preprocessor"></span>        definitelyIdentityMatrix = definitelyIdentityMatrix &amp;&amp; (sx==1.0f) &amp;&amp; (sy==1.0f);
<a name="l02155"></a>02155 <span class="preprocessor">#endif</span>
<a name="l02156"></a>02156 <span class="preprocessor"></span>        <span class="keywordflow">return</span> *<span class="keyword">this</span>;
<a name="l02157"></a>02157     }
<a name="l02158"></a>02158 
<a name="l02159"></a>02159 
<a name="l02160"></a>02160     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l02161"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#adbd668867d117dc9331e68abef0af221">02161</a>     <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#adbd668867d117dc9331e68abef0af221" title="Set texture transformation scale, and recenter at (0.5,0.5)">CMatrix4&lt;T&gt;::setTextureScaleCenter</a>( <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> sx, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> sy )
<a name="l02162"></a>02162     {
<a name="l02163"></a>02163         M[0] = (T)sx;
<a name="l02164"></a>02164         M[5] = (T)sy;
<a name="l02165"></a>02165         M[8] = (T)(0.5f - 0.5f * sx);
<a name="l02166"></a>02166         M[9] = (T)(0.5f - 0.5f * sy);
<a name="l02167"></a>02167 
<a name="l02168"></a>02168 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l02169"></a>02169 <span class="preprocessor"></span>        definitelyIdentityMatrix = definitelyIdentityMatrix &amp;&amp; (sx==1.0f) &amp;&amp; (sy==1.0f);
<a name="l02170"></a>02170 <span class="preprocessor">#endif</span>
<a name="l02171"></a>02171 <span class="preprocessor"></span>        <span class="keywordflow">return</span> *<span class="keyword">this</span>;
<a name="l02172"></a>02172     }
<a name="l02173"></a>02173 
<a name="l02174"></a>02174 
<a name="l02175"></a>02175     <span class="comment">// sets all matrix data members at once</span>
<a name="l02176"></a>02176     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l02177"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ae59fb2248865eba3026d13b9756ba1e1">02177</a>     <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ae59fb2248865eba3026d13b9756ba1e1" title="Sets all matrix data members at once.">CMatrix4&lt;T&gt;::setM</a>(<span class="keyword">const</span> T* data)
<a name="l02178"></a>02178     {
<a name="l02179"></a>02179         memcpy(M,data, 16*<span class="keyword">sizeof</span>(T));
<a name="l02180"></a>02180 
<a name="l02181"></a>02181 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l02182"></a>02182 <span class="preprocessor"></span>        definitelyIdentityMatrix=<span class="keyword">false</span>;
<a name="l02183"></a>02183 <span class="preprocessor">#endif</span>
<a name="l02184"></a>02184 <span class="preprocessor"></span>        <span class="keywordflow">return</span> *<span class="keyword">this</span>;
<a name="l02185"></a>02185     }
<a name="l02186"></a>02186 
<a name="l02187"></a>02187 
<a name="l02188"></a>02188     <span class="comment">// sets if the matrix is definitely identity matrix</span>
<a name="l02189"></a>02189     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l02190"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a87f7195337a2bf7a49978c2ec1100c0a">02190</a>     <span class="keyword">inline</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a87f7195337a2bf7a49978c2ec1100c0a" title="Sets if the matrix is definitely identity matrix.">CMatrix4&lt;T&gt;::setDefinitelyIdentityMatrix</a>( <span class="keywordtype">bool</span> isDefinitelyIdentityMatrix)
<a name="l02191"></a>02191     {
<a name="l02192"></a>02192 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l02193"></a>02193 <span class="preprocessor"></span>        definitelyIdentityMatrix = isDefinitelyIdentityMatrix;
<a name="l02194"></a>02194 <span class="preprocessor">#endif</span>
<a name="l02195"></a>02195 <span class="preprocessor"></span>    }
<a name="l02196"></a>02196 
<a name="l02197"></a>02197 
<a name="l02198"></a>02198     <span class="comment">// gets if the matrix is definitely identity matrix</span>
<a name="l02199"></a>02199     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l02200"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ab91cb550bdacbc7b79a47d5b4ee5f4fa">02200</a>     <span class="keyword">inline</span> <span class="keywordtype">bool</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ab91cb550bdacbc7b79a47d5b4ee5f4fa" title="Gets if the matrix is definitely identity matrix.">CMatrix4&lt;T&gt;::getDefinitelyIdentityMatrix</a>()<span class="keyword"> const</span>
<a name="l02201"></a>02201 <span class="keyword">    </span>{
<a name="l02202"></a>02202 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l02203"></a>02203 <span class="preprocessor"></span>        <span class="keywordflow">return</span> definitelyIdentityMatrix;
<a name="l02204"></a>02204 <span class="preprocessor">#else</span>
<a name="l02205"></a>02205 <span class="preprocessor"></span>        <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l02206"></a>02206 <span class="preprocessor">#endif</span>
<a name="l02207"></a>02207 <span class="preprocessor"></span>    }
<a name="l02208"></a>02208 
<a name="l02209"></a>02209 
<a name="l02211"></a>02211     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l02212"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a5342bc1ac46e8bf7e287f1d58ec702c2">02212</a>     <span class="keyword">inline</span> <span class="keywordtype">bool</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a5342bc1ac46e8bf7e287f1d58ec702c2" title="Compare two matrices using the equal method.">CMatrix4&lt;T&gt;::equals</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">core::CMatrix4&lt;T&gt;</a>&amp; other, <span class="keyword">const</span> T tolerance)<span class="keyword"> const</span>
<a name="l02213"></a>02213 <span class="keyword">    </span>{
<a name="l02214"></a>02214 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l02215"></a>02215 <span class="preprocessor"></span>        <span class="keywordflow">if</span> (definitelyIdentityMatrix &amp;&amp; other.definitelyIdentityMatrix)
<a name="l02216"></a>02216             <span class="keywordflow">return</span> <span class="keyword">true</span>;
<a name="l02217"></a>02217 <span class="preprocessor">#endif</span>
<a name="l02218"></a>02218 <span class="preprocessor"></span>        <span class="keywordflow">for</span> (<a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> i = 0; i &lt; 16; ++i)
<a name="l02219"></a>02219             <span class="keywordflow">if</span> (!<a class="code" href="namespaceirr_1_1core.html#abf9b9b140cc365908ea4c8c47451e4e3" title="returns if a equals b, taking possible rounding errors into account">core::equals</a>(M[i],other.M[i], tolerance))
<a name="l02220"></a>02220                 <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l02221"></a>02221 
<a name="l02222"></a>02222         <span class="keywordflow">return</span> <span class="keyword">true</span>;
<a name="l02223"></a>02223     }
<a name="l02224"></a>02224 
<a name="l02225"></a>02225 
<a name="l02226"></a>02226     <span class="comment">// Multiply by scalar.</span>
<a name="l02227"></a>02227     <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt;
<a name="l02228"></a><a class="code" href="namespaceirr_1_1core.html#abb387ec6f0f654c7ee704345bdded96c">02228</a>     <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a> <a class="code" href="namespaceirr_1_1core.html#abb387ec6f0f654c7ee704345bdded96c">operator*</a>(<span class="keyword">const</span> T scalar, <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;T&gt;</a>&amp; mat)
<a name="l02229"></a>02229     {
<a name="l02230"></a>02230         <span class="keywordflow">return</span> mat*scalar;
<a name="l02231"></a>02231     }
<a name="l02232"></a>02232 
<a name="l02233"></a>02233 
<a name="l02235"></a><a class="code" href="namespaceirr_1_1core.html#a73fa92e638c5ca97efd72da307cc9b65">02235</a>     <span class="keyword">typedef</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4&lt;f32&gt;</a> <a class="code" href="namespaceirr_1_1core.html#a73fa92e638c5ca97efd72da307cc9b65" title="Typedef for f32 matrix.">matrix4</a>;
<a name="l02236"></a>02236 
<a name="l02238"></a>02238     <a class="code" href="_irr_compile_config_8h.html#aa93137544a73eaa2563931a1e665862d" title="Set FPU settings.">IRRLICHT_API</a> <span class="keyword">extern</span> <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">matrix4</a> <a class="code" href="namespaceirr_1_1core.html#ac4561f3920d3fbfbfff74c9bed1f2713" title="global const identity matrix">IdentityMatrix</a>;
<a name="l02239"></a>02239 
<a name="l02240"></a>02240 } <span class="comment">// end namespace core</span>
<a name="l02241"></a>02241 } <span class="comment">// end namespace irr</span>
<a name="l02242"></a>02242 
<a name="l02243"></a>02243 <span class="preprocessor">#endif</span>
<a name="l02244"></a>02244 <span class="preprocessor"></span>
</pre></div></div>
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